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  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Draw multiple objects with textures

    - by Simplex
    I want to draw cubes using textures. void OperateWithMainMatrix(ESContext* esContext, GLfloat offsetX, GLfloat offsetY, GLfloat offsetZ) { UserData *userData = (UserData*) esContext->userData; ESMatrix modelview; ESMatrix perspective; //Manipulation with matrix ... glVertexAttribPointer(userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //in cubeFaces coordinates verticles cube glVertexAttribPointer(userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, cubeFaces); //for normals (use in fragment shaider for textures) glEnableVertexAttribArray(userData->positionLoc); glEnableVertexAttribArray(userData->normalLoc); // Load the MVP matrix glUniformMatrix4fv(userData->mvpLoc, 1, GL_FALSE, (GLfloat*)&userData->mvpMatrix.m[0][0]); //Bind base map glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, userData->baseMapTexId); //Set the base map sampler to texture unit to 0 glUniform1i(userData->baseMapLoc, 0); // Draw the cube glDrawArrays(GL_TRIANGLES, 0, 36); } (coordinates transformation is in OperateWithMainMatrix() ) Then Draw() function is called: void Draw(ESContext *esContext) { UserData *userData = esContext->userData; // Set the viewport glViewport(0, 0, esContext->width, esContext->height); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { ... // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext->eglSurface); } A side faces overlapes frontal face. The side face of the right cube overlaps frontal face of the center cube. How can i remove this effect and display miltiple cubes without it?

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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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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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • Cocos2d sprite's parent not reflecting true scale value

    - by Paul Renton
    I am encountering issues with determining a CCSprite's parent node's scale value. In my game I have a class that extends CCLayer and scales itself based on game triggers. Certain child sprites of this CCLayer have mathematical calculations that become inaccurate once I scale the parent CCLayer. For instance, I have a tank sprite that needs to determine its firing point within the parent node. Whenever I scale the layer and ask the layer for its scale values, they are accurate. However, when I poll the sprites contained within the layer for their parent's scale values, they always appear as one. // From within the sprite CCLOG(@"ChildSprite-> Parent's scale values are scaleX: %f, scaleY: %f", self.parent.scaleX, self.parent.scaleY); // Outputs 1.0,1.0 // From within the layer CCLOG(@"Layer-> ScaleX : %f, ScaleY: %f , SCALE: %f", self.scaleX, self.scaleY, self.scale); // Output is 0.80,0.80 Could anyone explain to me why this is the case? I don't understand why these values are different. Maybe I don't understand the inner design of Cocos2d fully. Any help is appreciated.

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • Making a surface transparent from blackness of texture

    - by Dan the Man
    I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I don't want a cutout, because that cuts it off at a hard edge. This line of code doesn't seem to work. gl_FragColor = texture2D( vec4( _MainTex.r, _MainTex.g, _MainTex.b, _MainTex.a), vec2(textureCoordinates));

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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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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  • 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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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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