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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • Any good C++ Component/Entity frameworks?

    - by Pat
    (Skip to the bold if you want to get straight to my question :) ) I've been dabbling in the different technologies available out there to use. I tried Unity and component based design, managing to get a little guy up and running around a map with basic pathfinding. I really loved how easy it was to program using components, but I wanted a bit more control and something more 2D friendly, so I went with LibGDX. I looked around and found 2 good frameworks for Java, which are Artemis and Apollo. I didn't like Artemis much, so I went with Apollo, which I loved. I managed to integrate it with Box2D and get a little guy running around bouncing balls. Great! But since I want to try out most of the options, there is still C++/SFML that I haven't tried yet. Coming from a Java/C# background, I've always wanted to get my hands dirty with C++. But then, after some looking around, I noticed there aren't any Component-Based frameworks for me to use. There's a somewhat done porting of Artemis, but, aside from not being completely finished, I didn't quite like Artemis even in Java. I found Apollo's approach much more.. logical. So, my question is, are there any good Component/Entity frameworks for C++ that I can use that are similar to Artemis, or preferably, Apollo?

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  • What version of Java should I target for applets?

    - by Christopher Horenstein
    I recently deployed an applet that seems to require Java 6 Update 24. I assume the reason for this requirement is the matching JDK version I used to create the applet (I am new to Java). The fact that my applet requires a Java download/update for users who already have some version of Java installed is a big concern for me; the applets I'm creating slip into a web comic, so it's very disruptive. Having used the most recent version of Java, it seems as though I am able to assume that most of the readers I get will have to update Java to continue reading/playing. Is there a best practice concerning which version of Java to use to make the process of using an applet easy for end-users? Any reading material on this would be very helpful. Should I be using an older version of Java if I don't require new features? I am using Slick for 2D games.

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • Issue porting Cocos2d-x to Android

    - by Anil
    I've written a basic game using Cocos2D-x on XCode. It works fine on the iPhone. Now I'm trying to port it to Android. When I run the script ./build_native.sh inside the proj.android folder, it gives me the following error: jni/../../Classes/MemoryModeLayer.cpp: In member function 'void MemoryModeLayer::startNewGame()': jni/../../Classes/MemoryModeLayer.cpp:109:25: error: 'time' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:109:25: note: suggested alternative: /Users/abc/android-ndk-r9d/platforms/android-8/arch-arm/usr/include/time.h:40:17: note: 'time' jni/../../Classes/MemoryModeLayer.cpp:111:5: error: 'random_shuffle' is not a member of 'std' jni/../../Classes/MemoryModeLayer.cpp:112:5: error: 'random_shuffle' is not a member of 'std' make: *** [obj/local/armeabi/objs/cocos2dcpp_shared/__/__/Classes/MemoryModeLayer.o] Error 1 make: Leaving directory `/Users/abc/cocos2d-x-2.2.3/projects/Game/proj.android' In MemoryModeLayer.cpp I have the following: std::srand(unsigned(std::time(0))); std::random_shuffle(_xCod, _xCod + _numberOfRows); std::random_shuffle(_yCod, _yCod + _numberOfColumns); I've included the following headers as well: #include <string> #include <ctime> #include <algorithm> #include <iostream> #include <iomanip> Also added using namespace std in the header file. Is there anything else that I should do?

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  • which platform to choose for designing a game

    - by Pramod
    I am new to gaming platform and don't have any experience in gaming as well. I want to develop a small shooting game and don't have any idea from where to start and which platform to use like things. I have some experience in java and .net. Can anyone help me in giving me a start? I don't mind even if this question is voted down or closed. But please do help me. I've tried searching other similar questions but everyone is already into gaming and i can't get any of the words. Please refer me to some books or tutorials

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  • In a Tower defense game, how to do buffs/debuffs

    - by Gabe
    The question is at the very bottom. If you understand Buffs/Debuffs in tower defense games then you should skip the bulk of this question and go to the bottom (seperated with the long line) I plan on making an IPhone TD game. The fact that its an iPhone game isn't relevant but I am coding in Objective-c with Cocos2D. I am relatively inexperienced in the field of game design so I'm looking for some advice from someone experienced in this field. In tower defense, there are two things that are relevant to my question: towers/enemies (both have their own classes/children). They each have stats like hp, damage, speed, etc. I want to add buffs/defuffs, for instance: Towers A,B and C each have 15 base damage. Tower D would be a buff tower with no damage, a tower with an AOE(area of effect) aura that gives 10% damage to all towers in range. Tower E might slow enemies in its AOE, a debuff. Stuff like that. The same could go for enemies. Enemy A is a boss that has a slow aura that affects towers and slows their base attack speed or something along those lines. So the question is, what would be the most effective way to implement this? If it was just towers then I would just mess around with the tower classes, but since tower classes and enemy classes are both affected, should I make a buff class? TD games can consume quite a bit of memory with large amounts of creeps and towers, and buffs I feel like would also consume quit a bit... So I'm trying to be as effective as possible.

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Setting up collision using a tilemap and cocos2d

    - by James
    I'm building my first platformer using cocos2d and a tilemap. I'm having trouble coming up with a decent way of determining if the character is colliding with an object. More specifically, in which direction is the character colliding with an object. Following the tutorial here, I have made a separate "meta" layer of collidable tiles. The problem is that unless the character is in the tile, you can't detect the collision. Also, there's no way of telling WHERE the collision is occurring. The best solution would be one that could tell me if a character is up against a wall, or walking on top of a platform. However, I can't seem to figure out a good technique for this.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Game physics / 2D Collision detection AS3

    - by Jery
    I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does somebody know some a good introduction to game physics? Im asking because I coded a small engine and pretty much the whole code is spagetti code thats why I would like to know how you can setup something like this properly

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  • How can I test if an oriented rectangle contains another oriented rectangle?

    - by gronzzz
    I have the following situation: To detect whether is the red rectangle is inside orange area I use this function: - (BOOL)isTile:(CGPoint)tile insideCustomAreaMin:(CGPoint)min max:(CGPoint)max { if ((tile.x < min.x) || (tile.x > max.x) || (tile.y < min.y) || (tile.y > max.y)) { NSLog(@" Object is out of custom area! "); return NO; } return YES; } But what if I need to detect whether the red tile is inside of the blue rectangle? I wrote this function which uses the world position: - (BOOL)isTileInsidePlayableArea:(CGPoint)tile { // get world positions from tiles CGPoint rt = [[CoordinateFunctions shared] worldFromTile:ccp(24, 0)]; CGPoint lb = [[CoordinateFunctions shared] worldFromTile:ccp(24, 48)]; CGPoint worldTile = [[CoordinateFunctions shared] worldFromTile:tile]; return [self isTile:worldTile insideCustomAreaMin:ccp(lb.x, lb.y) max:ccp(rt.x, rt.y)]; } How could I do this without converting to the global position of the tiles?

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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