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  • How do I stop stretching during window re-size in XNA?

    - by Bradley Uffner
    In my windowed mode XNA game when the user resizes the window the game stops updating the window and the last frame drawn is stretched and distorted until the user releases the mouse and the resize completes. Is there any way to have the game continue to run "normally", updating frames and redrawing the screen, during the resize event? I realize that keeping the render loop going while resizing may not be possible or recommended due do hardware managed resources getting continually created and destroyed, but is there any way to stop the ugly stretching? Ideally by leaving the existing frame unscaled in the top left, or with a black screen if that isn't possible.

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  • Why does my model render differently than its preview?

    - by Raven Dreamer
    I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're rendered in game, vary substantially from what they look like in the preview (and also what they looked like in 3DS Max). Observe: In-Game Unity Preview 3DS Max My gut tells me that I'm not setting up Unity's lighting system properly. What, then, do I need to do, to either my scene or my model, in order to get the left-most picture to look like the middle one?

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  • Simple Math Multiplayer game - is Ajax sufficient?

    - by Christian Strang
    I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game will look like this: 2-4 users all get a simple math task (like: "37 + 14") they have to solve it as fast as possible first user who solves it is the winner I will track the time for each user, since the game started, on the client side and everytime a user gives an answer, the answer and the passed time will be send to the server. Additionally I'll add a function which will check every 3 seconds if the other users finished, how much time they needed and who won. Do you think this is possible just using Ajax? What alternatives are there?

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  • How to implement a game launch counter in LibGDX

    - by Vishal Kumar
    I'm writing a game using LibGDX in which I want to save the number of launches of a game in a text file. So, In the create() of my starter class, I have the following code ..but it's not working public class MainStarter extends Game { private int count; @Override public void create() { // Set up the application AppSettings.setUp(); if(SettingsManager.isFirstLaunch()){ SettingsManager.createTextFileInLocalStorage("gamedata"); SettingsManager.writeLine("gamedata", "Launched:"+count ,FileType.LOCAL_FILE ); } else{ SettingsManager.writeLine("gamedata", "Not First launch :"+count++ ,FileType.LOCAL_FILE ); } // // Load assets before setting the screen // ##################################### Assets.loadAll(); // Set the tests screen setScreen(new MainMenuScreen(this, "Main Menu")); } } What is the proper way to do this?

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  • Inverse projection: question about w coordinate

    - by fayeWilly
    I have to perform in shader an inverse projection from a u/v of a render target. What I do is: Get NDC as 2*(u,v,depth) - 1 Then world space as tmp = (P*V)^-1 * (NDC,1.0); world space = tmp/tmp.w; This apparently works, but I am confused about the w division there. Why this work? Shouldn't be a multiplication by a w somewhere (as in the "forward" pipeline there is the perpsective division?) Thank you, Faye

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • XNA frame rate spikes in full screen mode

    - by ProgrammerAtWork
    I'm loading a simple texture and rotating it in XNA, and this works. But when I run it in full screen 1920x1080 mode I see spikes while my texture is rotating. If I run it windowed with 1920x1080 resolution, I don't get the spikes. The size of the texture does not seem to matter, I tried 512 texture size and 2048 texture size, same thing happens. Spikes in full screen, no spikes in windowed, resolution does not seem to matter, Debug or Release does not seem to do anything either. Anyone got ideas of what could be the problem? Edit: I think this problem has something to do with the vertical retrace. Set this property: _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; you'll lose vsync but it will not stutter.

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • How does gluLookAt work?

    - by Chan
    From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int Rx = 0; static const int Ry = 1; static const int Rz = 2; static const int Ux = 4; static const int Uy = 5; static const int Uz = 6; static const int Ax = 8; static const int Ay = 9; static const int Az = 10; static const int Tx = 12; static const int Ty = 13; static const int Tz = 14; void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lmodel_ambient[] = { 0.8, 0.0, 0.0, 0.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void displayModelviewMatrix(float MV[16]) { int SPACING = 12; cout << left; cout << "\tMODELVIEW MATRIX\n"; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << "R" << setw(SPACING) << "U" << setw(SPACING) << "A" << setw(SPACING) << "T" << endl; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << MV[Rx] << setw(SPACING) << MV[Ux] << setw(SPACING) << MV[Ax] << setw(SPACING) << MV[Tx] << endl; cout << setw(SPACING) << MV[Ry] << setw(SPACING) << MV[Uy] << setw(SPACING) << MV[Ay] << setw(SPACING) << MV[Ty] << endl; cout << setw(SPACING) << MV[Rz] << setw(SPACING) << MV[Uz] << setw(SPACING) << MV[Az] << setw(SPACING) << MV[Tz] << endl; cout << setw(SPACING) << MV[3] << setw(SPACING) << MV[7] << setw(SPACING) << MV[11] << setw(SPACING) << MV[15] << endl; cout << "--------------------------------------------------" << endl; cout << endl; } void reshape(int w, int h) { float ratio = static_cast<float>(w)/h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, ratio, 1.0, 425.0); } void draw() { float m[16]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv(GL_MODELVIEW_MATRIX, m); gluLookAt( 300.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f ); glColor3f(1.0, 0.0, 0.0); glutSolidCube(100.0); glGetFloatv(GL_MODELVIEW_MATRIX, m); displayModelviewMatrix(m); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); glutInitWindowPosition(100, 100); glutCreateWindow("Demo"); glutReshapeFunc(reshape); glutDisplayFunc(draw); init(); glutMainLoop(); return 0; } No matter what value I use for the eye vector: 300, 0, 0 or 0, 300, 0 or 0, 0, 300 the translation vector is the same, which doesn't make any sense because the order of code is in backward order so glTranslatef should run first, then the 2 rotations. Plus, the rotation matrix, is completely independent of the translation column (in the ModelView matrix), then what would cause this weird behavior? Here is the output with the eye vector is (0.0f, 300.0f, 0.0f) MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 0 0 0 0 0 0 0 0 0 1 0 -300 0 0 0 1 -------------------------------------------------- I would expect the T column to be (0, -300, 0)! So could anyone help me explain this? The implementation of gluLookAt from http://www.mesa3d.org void GLAPIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz) { float forward[3], side[3], up[3]; GLfloat m[4][4]; forward[0] = centerx - eyex; forward[1] = centery - eyey; forward[2] = centerz - eyez; up[0] = upx; up[1] = upy; up[2] = upz; normalize(forward); /* Side = forward x up */ cross(forward, up, side); normalize(side); /* Recompute up as: up = side x forward */ cross(side, forward, up); __gluMakeIdentityf(&m[0][0]); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[0][1] = up[0]; m[1][1] = up[1]; m[2][1] = up[2]; m[0][2] = -forward[0]; m[1][2] = -forward[1]; m[2][2] = -forward[2]; glMultMatrixf(&m[0][0]); glTranslated(-eyex, -eyey, -eyez); }

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • Break the object body

    - by Siddharth
    In my game, I want to break the object body creating slicing effect. After research I found that I have to use ray casting but I don't know how to use it. If some one know how to break the physics body then please provide information to me. EDIT : I don't have any logic how to do that in andengine. Only I have some link to do slicing http://www.emanueleferonato.com/2012/03/05/breaking-objects-with-box2d-the-realistic-way/ Yes I have to slice physics body into two parts. My physics body have 2d objects.

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  • how to transform child elements position into a world position

    - by MrGreg
    So Im making a 2d space game and I have a bunch of spaceships that have turrets. Objects have a position and orientation, the ships being in world coordinates while the turrets are children and coordinates are relative to their parents. How do I efficiently calculate the position of a turret in world coordinates (i.e. when it fires and I need to know where to place a bullet in the world)? Calculating the turrets orientation is trivial - I just add the turrets relative angle to its parents. For position though, I guess I could do a bunch of trigonometry but this MUST be a common problem with a good/fast general solution? Should I be relearning how to do matrix math again? :) btw - Im creating the game in javascript+canvas but its the math/algorithm im interested in here Cheers, Greg

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  • XNA Shader Texture Memory

    - by Alex
    I was wondering about texture optimization in XNA 4.0. Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when I declare a texture in my shader. If that's the case, what happens if I have 5 shaders all using the same texture, does that mean that I send 5 instances of that texture data to the gpu or am I simply telling the GPU what preloaded texture to use? Or does XNA do the heavy lifting in the background?

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • backface culling error (in world space)

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason? For better explanation i upload picture with cube rotation screenshots: http://imageshack.us/photo/my-images/842/bcmove.png/ UPDATED: The error occurs only when triangle has non-zero offset from origin UPDATED 2: If i process backface culling in clip space (after transforming all vertices with view and projection matrix), and just check z coordinate of triangle normal - it works perfect... Can i perform culing RIGHT BEFORE view/proj transforms? In this case looks like culling will not depends of projection and it's not right?.. UPDATED 3: I found answer and will post it in two hours - again coz of reputation lack.

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  • Markup format or script for data files?

    - by Aaron
    The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ core. In addition to scripts I'm also going to need different data files. Many data files will be for static information such as graphical assets and monster types. I'd also want to create and update data files at runtime for user information like option settings and game saves. Can I get away with using plain script files (i.e. .lua or .nut files) for my data files, or is it better to use dedicated markup formats like XML or YAML? If I use script files, loaded separately from my true scripts, then I wouldn't need an extra library to read those files. Scripting languages like Lua also have table syntax that lend themselves towards data definition. On the other hand I'd have to write my own schema check code. These languages also don't seem to support serialization "out of the box" like the markup format libraries do.

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Water Simulation in LIBGDX [on hold]

    - by Noah Huppert
    I am doing some R&D for a game and am now tackling the topic of water. The goal Make water that can flow. Aka you can have an origin point that water shoots out from or a downhill slope. Make it so water splashes, so when an object hits the water there is a splash. Aka: Actual physics water sim. The current way I know how to do it I know how to create a shader that makes an object look like its water by making waves. Combined with that you can check to see if an object is colliding and apply an upwards force to simulate buoyancy. What is wrong with that way The water does not flow No splashes Possible solutions Have particles that are fairly large that interact with each other to simulate water Possible drawbacks Performance. Question: Is there a better way to do water or is using particles as described the only way?

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  • Increasing speed of circle over time as linear with Box2d

    - by Whispered
    Assume that there is a circle and it can be moved by using keyboard arrows.Is required that increasing speed over time like increasing car speed. For example; max speed is 25 and time to reach max speed shall be 5 sec. Over 5 sec the speed will reach to max speed. Does Box2d handle that situation?. I tried setting linear valocity but it seems to make the circle have constant speed instead of increased speed over time. Thank You! Note: I'm using Box2DWeb Javascript port of Box2D.

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