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  • How do I run my XBOX XNA game without a network connection?

    - by Hugh
    I need to demo my XBOX XNA game in college. The college doesn't allow this type of device to connect to the network. I deployed my game to the Xbox and it is sitting in the games list along with my other games. It runs fine with a network connection but when its offline it comes up with an error message saying its needs a connection to run the game. This makes no sense, the game is deployed on the Xbox memory, it must be some security policy or something! Is there any way around this? The demo is on monday!

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • Trying to develop a game with android for cracking glasses in different dimensions

    - by user46514
    I am trying to develop a game in android where I will have to punch a hole to get through the glass but not shatter the glass completely. The glass will show up in different forms of polygons and when a hole is created by a projectile, the rest of the polygon will still remain intact.Only a polygonal opening will get created at the point of impact with the projectile. I am new at game design in android but I was thinking that I would create a random polygon shape to show in the path and then at the point where the projectile hits it, I could create a glass polygon to create a splinter effect. The rest of the part of the glass that is randomly created at the point of impact, I could further splinter it into polygons flying at different angle. since I also need to capture the bits of glasses flying off and falling down with gravity. Is my solution the best efficient one at performance of threads or is there a better solution for this glass breaking effect. Thanks Dhiren

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • Xna model parts are overlying others

    - by Federico Chiaravalli
    I am trying to import in XNA an .fbx model exported with blender. Here is my drawing code public void Draw() { Matrix[] modelTransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in Model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.World = modelTransforms[mesh.ParentBone.Index] * GameCamera.World * Translation; be.View = GameCamera.View; be.Projection = GameCamera.Projection; } mesh.Draw(); } } The problem is that when I start the game some model parts are overlying others instead of being behind. I've tried to download other models from internet but they have the same problem.

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  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • Unity 3d (Using Blender) - anime/manga/cel-shaded style characters

    - by David Archer
    Making a game using Blender for 3D models and Unity for the game engine. Just wondering if anyone knows any links to pages that give a tutorial on Japanese anime style 3D modelling, texturing and shading through blender. I'm actually looking to create a cel-shaded look eventually (read: Okami/Jet Set Radio style) and I'm kind of stuck with the design stuff. I'm not a Blender expert by any means, and still kind of new to the design side of things (I'm a programmer by trade), so please don't vote me down too hard. I've tried googling, but there doesn't seem to be much in the way of what I'm after. The only thing I've found really is a plugin for blender called freestyle, or using the ToonShader shading tool. If there are any good tutorials or anything, I'm really happy to sit through them - just want to learn :) Thanks for any help :)

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • How to bind std::map to Lua with LuaBind

    - by MahanGM
    Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: luabind::object FakeScript::getProp() { luabind::object obj = luabind::newtable(L); for(auto i = this->properties.begin(); i != this->properties.end(); i++) { obj[i->first] = i->second; } return obj; } But I'm stuck with setter. The first line in lua code which I'm trying to set value "stand" for key "stat" is not going to work and it keep redirecting me to the getter method. Setter method only works when I drop ["stat"] from properties. I can do something like this for setter in my script: player.scripts["movement"].properties = {stat = "stand"} But this isn't what I want because I have to go through my real keys in c++ to determine which key is placed in setter argument table value. This is my map in class: std::map<std::string, std::string> properties;

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • How to load with "simplegame" mode after cooking?

    - by Emran Bayati
    i got a problem after i cook my game in Frontend (udk) ! Every thing is ok during the Cook operation i mean i compiled my scripts,it's ok there's no problem in this step,and i cooked my packages it's ok too ! no problem just like last step. so before i package the whole game;i'll lunch it and see if every thing is ok ! but when i load the game it'll load whit the Unreal tournament default game type ! i mean i don't want it to load with this type ! i want it to load with the "simplegame" game type ! i need to say that i set game type to "simplegame" in the Editor from View world Properties Game Type! but still it's loading with Ut game mode when i cook the game ! I just want load my game in "Simplegame" mode after cooked. if any one can help ! plz help ! Tnx Alot Emran Bayati

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • How is an HTML5 game sold?

    - by Bane
    (I know this site doesn't give legal advice, but what I'm dealing here with isn't anything serious at all. Also, I apologize to JP for being annoying over this.) Someone found a game I made on the Internet, and expressed interest in buying it. We agreed upon a price, and, in the meantime, I removed the game's source from the Internet, just to be sure. Now, I'm wondering what to do next. These are the terms: He gets the game's source code, and only that, without the graphics (which weren't made by me). He gets the right to develop and sell the game. I get to keep the ownership of the original game, meaning that I can use it in my portfolio when applying for jobs, for example. The game gets to stay on its original site. But I am not sure how can I legally realize this. Which license can I use?

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  • Group arrival steering

    - by ltjax
    I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units are in transit, but arrival does not work very well at all. Right now, units just cease to use the path following component once the "exit" the path, i.e. when their closest point on the path is on or past the end. This leads to those units bumping into each other and also overshooting the point the player clicked. Ideally, I'd have the units arrive scattered around the finish point (and reasonable close to each other), not all clumped up past the finish line. I'd imagine that some kind of arrival steering might work here, but based on other units and a "fuzzy" classification of the end of the path. Is there any proven way to do this?

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