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  • Rotating wheel with touch adding velocity

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } I update the rotation of a the wheel in the update method by doing: wheel.rotation = wheelRotation; Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the velocity of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of velocity then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • Issue with a point coordinates, which creates an unwanted triangle

    - by Paul
    I would like to connect the points from the red path, to the y-axis in blue. I figured out that the problem with my triangles came from the first point (V0) : it is not located where it should be. In the console, it says its location is at 0,0, but in the emulator, it is not. The code : for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } The output : _polyVertices[i-1].x : 0.000000, _polyVertices[i-1].y : 0.000000 _polyVertices[i].x : 50.000000, _polyVertices[i].y : 0.000000 And the result : (the layer goes up, i could not take the screenshot before the layer started to go up, but the first red point starts at y=0) : Then it creates an unwanted triangle when the code continues : Would you have any idea about this? (So to force the first blue point to start at 0,0, and not at 50,0 as it seems to be now) Here is the code : - (void)generatePath{ float x = 50; //first red point float y = 0; for(int i = 0; i < kMaxKeyPoints+1; i++) { if (i<3){ _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<20){ //going right _hillKeyPoints[i] = CGPointMake(x, y); x += (random() % (int) 30); y += -40; } else if(i<25){ //stabilize _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } else if(i<30){ //going left _hillKeyPoints[i] = CGPointMake(x, y); //x -= (random() % (int) 10); x = 150 + (random() % (int) 30); y += -40; } else { //back to normal _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += -40; } } } -(void)generatePolygons{ static int prevFromKeyPointI = -1; static int prevToKeyPointI = -1; // key points interval for drawing while (_hillKeyPoints[_fromKeyPointI].y > -_offsetY+winSizeTop) { _fromKeyPointI++; } while (_hillKeyPoints[_toKeyPointI].y > -_offsetY-winSizeBottom) { _toKeyPointI++; } if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) { _nPolyVertices = 0; float x1 = 0; int keyPoints = _fromKeyPointI; for (int i=_fromKeyPointI; i<_toKeyPointI; i++){ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); //first blue point _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //CCLOG(@"_nPolyVertices V2 again : %i", _nPolyVertices); //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } prevFromKeyPointI = _fromKeyPointI; prevToKeyPointI = _toKeyPointI; } } - (void) draw { //RED glColor4f(1, 1, 1, 1); for(int i = MAX(_fromKeyPointI, 1); i <= _toKeyPointI; ++i) { glColor4f(1.0, 0, 0, 1.0); ccDrawLine(_hillKeyPoints[i-1], _hillKeyPoints[i]); } //BLUE glColor4f(0, 0, 1, 1); for(int i = 1; i < 2; i++) { CCLOG(@"_polyVertices[i-1].x : %f, _polyVertices[i-1].y : %f", _polyVertices[i-1].x, _polyVertices[i-1].y); CCLOG(@"_polyVertices[i].x : %f, _polyVertices[i].y : %f", _polyVertices[i].x, _polyVertices[i].y); ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } } Thanks

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • Adding tolerance to a point in polygon test

    - by David Gouveia
    I've been using this method which was taken from Game Coding Complete to detect whether a point is inside of a polygon. It works in almost every case, but is failing on a few edge cases, and I can't figure out the reason. For example, given a polygon with vertices at (0,0) (0,100) and (100,100), the algorithm is returning: True for any point strictly inside the polygon False for any of the vertices False for (0, 50) which lies on one of the edges of the polygon True (?) for (50,50) which is also on one of the edges of the polygon I'd actually like to relax the algorithm so that it returns true in all of these cases. In other words, it should return true for points that are strictly inside, for the vertices themselves, and for points on the edges of the polygon. If possible I'd also like to give it enough tolerance so that it always tend towards "true" in face of floating point fluctuations. For example, I have another method, that given a line segment and a point, returns the closest location on the line segment to the given point. Currently, given any point outside the polygon and one of its edges, there are cases where the result is categorized as being inside by the method above, while other points are considered outside. I'd like to give it enough tolerance so that it always returns true in this situation. The way I've currently solved the problem is an hack, which consists of using an external library to inflate the polygon by a few pixels, and performing the tests on the inflated polygon, but I'd really like to replace this with a proper solution.

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  • Proportional speed movement between mouse and cube

    - by user1350772
    Hi i´m trying to move a cube with the freeglut mouse "glutMotionFunc(processMouseActiveMotion)" callback, my problem is that the movement is not proportional between the mouse speed movement and the cube movement. MouseButton function: #define MOVE_STEP 0.04 float g_x=0.0f; glutMouseFunc(MouseButton); glutMotionFunc(processMouseActiveMotion); void MouseButton(int button, int state, int x, int y){ if(button == GLUT_LEFT_BUTTON && state== GLUT_DOWN){ initial_x=x; } } When the left button gets clicked the x cordinate is stored in initial_x variable. void processMouseActiveMotion(int x,int y){ if(x>initial_x){ g_x-= MOVE_STEP; }else{ g_x+= MOVE_STEP; } initial_x=x; } When I move the mouse I look in which way it moves comparing the mouse new x coordinate with the initial_x variable, if xinitial_x the cube moves to the right, if not it moves to the left. Any idea how can i move the cube according to the mouse movement speed? Thanks EDIT 1 The idea is that when you click on any point of the screen and you drag to the left/right the cube moves proportionally of the mouse mouvement speed.

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • Collision within a poly

    - by G1i1ch
    For an html5 engine I'm making, for speed I'm using a path poly. I'm having trouble trying to find ways to get collision with the walls of the poly. To make it simple I just have a vector for the object and an array of vectors for the poly. I'm using Cartesian vectors and they're 2d. Say poly = [[550,0],[169,523],[-444,323],[-444,-323],[169,-523]], it's just a pentagon I generated. The object that will collide is object, object.pos is it's position and object.vel is it's velocity. They're both 2d vectors too. I've had some success to get it to find a collision, but it's just black box code I ripped from a c++ example. It's very obscure inside and all it does though is return true/false and doesn't return what vertices are collided or collision point, I'd really like to be able to understand this and make my own so I can have more meaningful collision. I'll tackle that later though. Again the question is just how does one find a collision to walls of a poly given you know the poly vertices and the object's position + velocity? If more info is needed please let me know. And if all anyone can do is point me to the right direction that's great.

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  • 2D Car Simulation with Throttle Linear Physics

    - by James
    I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds. I've coded up to the car physics but these do note make sense. The dynamics of the simulation are specified as follows: a = V' - V T = (k1)V + ?(k2) + ma V' = (1 - (k1 / m) V) + T - ( k2 / m) * ? Where T = throttle position k1 = viscous friction V = speed V' = next speed ? = angle of incline k2 = m g sin ? a = acceleration m = mass Notice that the angle of incline in the equation is not chopped up by sin or cos. Even the equation for acceleration isn't right. Can anyone correct them or am I misinterpreting the physics?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Directx and Open Libraries list? [closed]

    - by OVERTONE
    I've just been looking for comparissons between open and proprietary frameworks and libraries. More so just to get an idea of what exists than how they compare. For example: We have DirectX (graphics) and its open counterpart OpenGL DirectX (sound) and OpenAL But there are other DirectX libraries that I can't find open alternatives to such as DirectInput DXGI Direct2D DirectWrite Doe's anyone have any list's or Comparisons between Directx and their open counterparts?

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • CCUserDefault, iOS/Android and game updates

    - by Luke
    My game uses cocos2d-x and will be published on iOS platform first, later on Android. I save a lot of things with CCUserDefault (scores, which level was completed, number of coins taken, etc...). But now I have a big doubt. What will happen when the game will receive its first update? CCUserDefault uses an XML file stored somewhere in the app storage space. This file is created and retained until one uninstalls the app. I am wondering what happens when the app is updated. Will the old XML file be maintained? Because if not, how should I handle app updates (updates in the sense that 2, 3 or more new level packages will be added, but the informations about the old ones, like scores, which level was finished and which not, number of coins, etc., need absolutely not to be lost)?

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  • How to get location of sprite placed on rotating circle in cocos2d android?

    - by Real_steel4819
    I am developing a game using cocos2d and i got stuck here when finding location of sprite placed on rotating circle on background, so that when i hit at certain position on circle its not getting hit at wanted position,but its going away from it and placing target there.I tried printing the position of hit on spriteMoveFinished() and ccTouchesEnded(). Its giving initial position and not rotated position. CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY())); This is what i am using to get location.

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • EaseFunction in LoopEntityModifier

    - by Siddharth
    For my game, I need EaseFunction in LoopEntityModifier. In my game, I am rotating ball over certain object. For giving effect I want to use EaseFunction. I want to rotate ball around an object take around 4 to 5 round that was already rotating but I want add some effect so that it looks good. For this I have to use EaseFunction which suits my needs. But if I put EaseFunction in rotation modifier then each round rotation modifier apply an effect of EaseFunction that I want only one time occur either starting or ending time. So if I can able to provide EaseFunction in LoopEntityModifier then it will good for me or something similar also work for me. At present my code is something similar like this. new LoopEntityModifier(new RotationModifier(...)); I hope someone has some idea on this.

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  • how to transform child elements position into a world position

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

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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