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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • how to re-use a sprite in cocos2d-x

    - by zinking
    some times it takes time to create the sprite structures in the scene, I might need to setup structures inside this sprite to meet requirement, thus I would hope to reuse such structures with the game again and again. I tried that, remove the child from parent, detach it from parent , clean parent with the sprite. but when I try to add the sprite to another scene, it's just wont pass the assertion that the sprite already have parent did I miss some step ? add an example: I have a sprite A which involves of quite a few steps to construct, so I used it in scene A layer A, and then I want to use it in scene A layer B, scene B layer A1 etc..... generally speaking I don't want to reconstruct the sprte again.

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  • How can I reorient the axes of an object?

    - by d3vid
    I spent some time in Unity yesterday trying to fire a sphere from a horizontal cylinder (like a ball from a cannon). I was using Vector3.forward, but the sphere kept coming out the top of the cylinder rather than the front. Someone suggested using Vector3.up instead, and sure enough it worked! The cylinder is vertical by default. So, it appears that when I rotated the cylinder by 90 degrees to lay it flat, the local axes remained the same. The relative front of the cylinder remained at the same point, so when I fired the sphere it shot out the new "top", not what looked to me like the "front". If I had happened to be facing the other way, I would have had to fire at Vector3.down instead. How can I reorient/reset the axes of an object so that they match my expectations? (And if I can't, how can I tell by looking which way an object is oriented?)

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • blurry image rendered

    - by Jason
    I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the images rendered this way are clear but others appear blurry. I did some research and followed a tutorial to make my application "DPI Aware" but it didn't help. What could cause the rendered image to appear blurry? Has anyone experienced this issue before? What can I do about this?

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  • Run bat file in Java and wait 2

    - by Savvas Dalkitsis
    This is a followup question to my other question : http://stackoverflow.com/questions/2434125/run-bat-file-in-java-and-wait The reason i am posting this as a separate question is that the one i already asked was answered correctly. From some research i did my problem is unique to my case so i decided to create a new question. Please go read that question before continuing with this one as they are closely related. Running the proposed code blocks the program at the waitFor invocation. After some research i found that the waitFor method blocks if your process has output that needs to be proccessed so you should first empty the output stream and the error stream. I did those things but my method still blocks. I then found a suggestion to simply loop while waiting the exitValue method to return the exit value of the process and handle the exception thrown if it is not, pausing for a brief moment as well so as not to consume all the CPU. I did this: import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; public class Test { public static void main(String[] args) { try { Process p = Runtime.getRuntime().exec( "cmd /k start SQLScriptsToRun.bat" + " -UuserName -Ppassword" + " projectName"); final BufferedReader input = new BufferedReader(new InputStreamReader(p.getInputStream())); final BufferedReader error = new BufferedReader(new InputStreamReader(p.getErrorStream())); new Thread(new Runnable() { @Override public void run() { try { while (input.readLine()!=null) {} } catch (IOException e) { e.printStackTrace(); } } }).start(); new Thread(new Runnable() { @Override public void run() { try { while (error.readLine()!=null) {} } catch (IOException e) { e.printStackTrace(); } } }).start(); int i = 0; boolean finished = false; while (!finished) { try { i = p.exitValue(); finished = true; } catch (IllegalThreadStateException e) { e.printStackTrace(); try { Thread.sleep(500); } catch (InterruptedException e1) { e1.printStackTrace(); } } } System.out.println(i); } catch (IOException e) { e.printStackTrace(); } } } but my process will not end! I keep getting this error: java.lang.IllegalThreadStateException: process has not exited Any ideas as to why my process will not exit? Or do you have any libraries to suggest that handle executing batch files properly and wait until the execution is finished?

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  • How do you create a .XNB Font file for use with CocosSharp?

    - by Chris Pietschmann
    I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with CocosSharp. I've tried searching but can find any information. Could someone explain it here or point me to a tutorial on how to create .XNB font file for use with CocosSharp? A site to download already compiled .XNB Fonts would also be acceptable. Update: Another thing that makes this tricky is that I guess XNA Game Studio could be used, but it's not compatible with Windows 8.1; which is what I currently use for my dev machine...

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • Geometry instancing in OpenGL ES 2.0

    - by seahorse
    I am planning to do geometry instancing in OpenGL ES 2.0 Basically I plan to render the same geometry(a chair) maybe 1000 times in my scene. What is the best way to do this in OpenGL ES 2.0? I am considering passing model view mat4 as an attribute. Since attributes are per vertex data do I need to pass this same mat4, three times for each vertex of the same triangle(since modelview remains constant across vertices of the triangle). That would amount to a lot of extra data sent to the GPU( 2 extra vertices*16 floats*(Number of triangles) amount of extra data). Or should I be sending the mat4 only once per triangle?But how is that possible using attributes since attributes are defined as "per vertex" data? What is the best and efficient way to do instancing in OpenGL ES 2.0?

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  • how many times can i buy swtor credits with Extra 100% Bonus in Father’s Day at swtor2credits?

    - by user46860
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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Loading class instance from XML with Texture2D

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public class Weapon { public int weaponStrength; public int damageModifiers; public int speed; public int magicDefense; public string description; public string identifier; public Texture2D weaponTexture; } public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • 'Unblock' / 'Yellow Out' game questions

    - by pimvdb
    I would very much like to build a game that is known as 'Unblock' or 'Yellow Out'. It is a puzzle game in which the task is to move a car out of a parking space by moving other cars in certain directions. These are links where the game can be played: Yellow Out Unblock My questions concerning this game are: Is this game actually licensed? I see it's available under two names (perhaps even more). Does this mean the game idea can be used freely? Is there an article about it? I have not been able to find it on Wikipedia. I would like to gather some information about the game so as to understand more details of it. Is there some database with puzzles available? I can just check the puzzles of existing games, but that's a pain because I have to finish a level to get on to the following one. I was wondering whether there is a general list of puzzles somewhere. Thanks!

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