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  • Per-vertex position/normal and per-index texture coordinate

    - by Boreal
    In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index buffer is a list of ushorts. It works well, but I want to be able to use 3 discrete texture coordinates per triangle. I assume I have to create another vertex buffer, but how do I even use it? Here is my vertex/index buffer creation code: // vertices is a Vertex[] // indices is a ushort[] // VertexDefs stores the vertex size (sizeof(float) * 5) // vertex data numVertices = vertices.Length; DataStream data = new DataStream(VertexDefs.size * numVertices, true, true); data.WriteRange<Vertex>(vertices); data.Position = 0; // vertex buffer parameters BufferDescription vbDesc = new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = VertexDefs.size * numVertices, StructureByteStride = VertexDefs.size, Usage = ResourceUsage.Default }; // create vertex buffer vertexBuffer = new Buffer(Graphics.device, data, vbDesc); vertexBufferBinding = new VertexBufferBinding(vertexBuffer, VertexDefs.size, 0); data.Dispose(); // index data numIndices = indices.Length; data = new DataStream(sizeof(ushort) * numIndices, true, true); data.WriteRange<ushort>(indices); data.Position = 0; // index buffer parameters BufferDescription ibDesc = new BufferDescription() { BindFlags = BindFlags.IndexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = sizeof(ushort) * numIndices, StructureByteStride = sizeof(ushort), Usage = ResourceUsage.Default }; // create index buffer indexBuffer = new Buffer(Graphics.device, data, ibDesc); data.Dispose(); Engine.Log(MessageType.Success, string.Format("Mesh created with {0} vertices and {1} indices", numVertices, numIndices)); And my drawing code: // ShaderEffect, ShaderTechnique, and ShaderPass all store effect data // e is of type ShaderEffect // get the technique ShaderTechnique t; if(!e.techniques.TryGetValue(techniqueName, out t)) return; // effect variables e.SetMatrix("worldView", worldView); e.SetMatrix("projection", projection); e.SetResource("diffuseMap", texture); e.SetSampler("textureSampler", sampler); // set per-mesh/technique settings Graphics.context.InputAssembler.SetVertexBuffers(0, vertexBufferBinding); Graphics.context.InputAssembler.SetIndexBuffer(indexBuffer, SlimDX.DXGI.Format.R16_UInt, 0); Graphics.context.PixelShader.SetSampler(sampler, 0); // render for each pass foreach(ShaderPass p in t.passes) { Graphics.context.InputAssembler.InputLayout = p.layout; p.pass.Apply(Graphics.context); Graphics.context.DrawIndexed(numIndices, 0, 0); } How can I do this?

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  • Literature for Inverse Kinematics: Joint Limits and beyond

    - by Jeff
    Recently I've been playing around with Inverse Kinematics and have been pretty impressed with the results. Naturally I want to take it further, but have no clue where to start. In particular, I would like to introduce joint limits (ie for a prismatic joint how far it can move, hinge joint what angles it has to be between, etc etc). Currently I understand how to produce the Jacobian matrix for the various joint types. I am particularly looking for literature (preferably free, and preferably easy to understand) on various ways to implement joint limits. Also I would like to find out different ideas on how inverse kinematics can be used.

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • Why is concept art not signed by the author?

    - by Gerald
    I am a starting concept artist who would like to enter the gaming industry. I noticed that some AAA titles show their concept art with no artists signature (only a reference to game the game, such as for Star Wars The Old Republic: 2013 ALL RIGHTS RESERVED BioWare, LucasArts). I asked myself a question, what possible harm could my autograph cause on the public concept art if I am not a well known concept artist such as Adam Adamowicz (who did concepts for Skyrim). Why would a prospective boss tells me not to leave my "finger print" on the picture despite, the fact that I am a very talented artist?

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  • Can one draw a cube using different method/drawing mode?

    - by den-javamaniac
    Hi. I've just started learning gamedev (in particular android EGL based) and have ran over a code from Pro Android Games 2 that looks as follows: /* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package opengl.scenes.cubes; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; public class Cube { public Cube(){ int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot vbb.asIntBuffer() // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } private IntBuffer mVertexBuffer; private IntBuffer mColorBuffer; private ByteBuffer mIndexBuffer;} So it suggests to draw a cube using triangles. My question is: can I draw the same cube using GL_TPOLYGON? If so, isn't that an easier/more understandable way to do things?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • How should I manage persistent score in Game Center leaderboards?

    - by Omega
    Let's say that I'm developing an iOS RPG where the player gains 1 point per monster kill. The amount of monsters killed is persistent data: it is an endless adventure, and the score keeps on growing. It isn't a "session score" like Fruit Ninja, but rather a "reputation score". There are Game Center leaderboards for that score. Keep killing monsters, your score goes up, and the leaderboards are updated. My problem is that, technically, you can log out and log in using a different Game Center account, kill one monster, and the leaderboards will be updated for the new GC account. Supposing that this score is a big deal, this could be considered as cheating, because if you have a score of 2000, any of your friends who have never played the game can simply log into your iPhone, play the game, and the system will update the score for their accounts, essentially giving them 2000 points in the leaderboards for doing nothing. I have considered linking one GC account to a specific save game. It won't update your score unless you're using the linked GC account. But what if the player actually needs to change their GC account? Technically they would be forced to start a new game and link their account to that profile. How should I prevent this kind of cheat? Essentially, I don't want someone to distribute a high schore to multiple GC accounts, given the fact that the game updates the score constantly since it isn't a "session score". I do realize that it isn't quite a big deal. But I'm curious about how to avoid this.

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  • Unity3D: How To Smoothly Switch From One Camera To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • Render on other render targets starting from one already rendered on

    - by JTulip
    I have to perform a double pass convolution on a texture that is actually the color attachment of another render target, and store it in the color attachment of ANOTHER render target. This must be done multiple time, but using the same texture as starting point What I do now is (a bit abstracted, but what I have abstract is guaranteed to work singularly) renderOnRT(firstTarget); // This is working. for each other RT currRT{ glBindFramebuffer(GL_FRAMEBUFFER, currRT.frameBufferID); programX.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, firstTarget.colorAttachmentID); programX.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, firstTarget.depthAttachmentID); programX.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); // quadBuffID is a VBO for a screen aligned quad. It is fine. programX.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS,0,4); programY.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, currRT.colorAttachmentID); // The second pass is done on the previous pass programY.setUniform1i("colourTexture",0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, currRT.depthAttachmentID); programY.setUniform1i("depthTexture",1); glBindBuffer(GL_ARRAY_BUFFER, quadBuffID); programY.vertexAttribPointer(POSITION_ATTRIBUTE, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_QUADS, 0, 4); } The problem is that I end up with black textures and not the wanted result. The GLSL programs program(X,Y) works fine, already tested on single targets. Is there something stupid I am missing? Even an hint is much appreciated, thanks!

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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  • Facebook Game Rejected: "Your app icon must not overlap with content in your cover image"

    - by peterwilli
    Sorry if this isnt the right stackexchange site to ask this, it was really hard to determine. My FB game just recently got rejected for 2 reasons. The first I fixed nicely and is irrelevant but the second I just can't see to figure out what they mean and I was hoping someone else got the same issue and did know what they meant. These are the errors: You can ignore the error under "Banners" The web preview of my game looks like this now: All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. Please let me know what to do to get approved. Thanks a lot!

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  • XAudio2 - Multiple instances of the same sound

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. http://pastebin.com/FgaqfXTs The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

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  • Diamond-square terrain generation problem

    - by kafka
    I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It happens on the edges, when the terrain is recursively subdivided: Here is the source: void DiamondSquare(unsigned x1,unsigned y1,unsigned x2,unsigned y2,float range) { int c1 = (int)x2 - (int)x1; int c2 = (int)y2 - (int)y1; unsigned hx = (x2 - x1)/2; unsigned hy = (y2 - y1)/2; if((c1 <= 1) || (c2 <= 1)) return; // Diamond stage float a = m_heightmap[x1][y1]; float b = m_heightmap[x2][y1]; float c = m_heightmap[x1][y2]; float d = m_heightmap[x2][y2]; float e = (a+b+c+d) / 4 + GetRnd() * range; m_heightmap[x1 + hx][y1 + hy] = e; // Square stage float f = (a + c + e + e) / 4 + GetRnd() * range; m_heightmap[x1][y1+hy] = f; float g = (a + b + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y1] = g; float h = (b + d + e + e) / 4 + GetRnd() * range; m_heightmap[x2][y1+hy] = h; float i = (c + d + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y2] = i; DiamondSquare(x1, y1, x1+hx, y1+hy, range / 2.0); // Upper left DiamondSquare(x1+hx, y1, x2, y1+hy, range / 2.0); // Upper right DiamondSquare(x1, y1+hy, x1+hx, y2, range / 2.0); // Lower left DiamondSquare(x1+hx, y1+hy, x2, y2, range / 2.0); // Lower right } Parameters: (x1,y1),(x2,y2) - coordinates that define a region on a heightmap (default (0,0)(128,128)). range - basically max. height. (default 32) Help would be greatly appreciated.

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

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  • WoW lua: Getting quest attributes before the QUEST_DETAIL event

    - by Matt DiTrolio
    I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to write an add-on that handles accepting and completing of daily quests with a single click on the NPC, but I'm running into a problem whereby I can't find out anything about a given quest unless the quest text is currently being displayed, defeating the purpose of the add-on. Other add-ons of this nature seem to be getting around this limitation by hard-coding information about quests, an approach I don't much like as it requires constant maintenance. It seems to me that this information must be available somehow, as the game itself can properly figure out which icon to display over the head of the NPC without player interaction. The only question is, are add-on authors allowed access to this information? If so, how? EDIT: What I originally left out was that the situations I'm trying to address are when: An NPC has multiple quests The quest detail is not the first thing that shows up upon right-click Otherwise, the situation is much simpler, as I have the information I need provided immediately.

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • Best practice settings Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice settings effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply() is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply() is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply() is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of Set-operation like: private Matrix _world; public Matrix World { get{ return _world;} set { if(value == world)return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } Thanking you in anticipation

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