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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Adobe Air turn based multiplayer Game, sockets vs http bandwidth

    - by Arin Aivazian
    I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so far: socket connection and http requests My question is: Is the bandwidth requirement for socket connection vs http requests different? I need the game to work with very low speed internet connections

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  • Importing Models from Maya to OpenGL

    - by Mert Toka
    I am looking for ways to import models to my game project. I am using Maya as modelling software, and GLUT for windowing of my game. I found this great parser, it imports all the textures and normal vectors, but it is compatible with .obj files of 3dsMAX. I tried to use it with Maya obj's, and it turned out that Maya's obj files are a bit different from former one, thus it cannot parse them. If you know any way to convert Maya obj files to 3dsMax obj files, that would be acceptable as well as a new parser for Maya obj files.

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • Physics in carrom like game using cocos2d + Box2D

    - by Raj
    I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - 15/PTM_RATIO): density = 20.0f; friction = 0.4f; restitution = 0.6f; Striker body (circle with radius - 15/PTM_RATIO): density = 25.0f; friction = 0.6f; restitution = 0.3f; Output is not smooth. When I apply ApplyLinearImpulse(force,position) the coin movement looks like floating in the air - takes too much time to stop. What values for coin and striker make it look like real carrom?

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  • Should I continue reading Frank Luna's Introduction to 3D Game Programming with DirectX 11 book after D3DX and XNA Math Library have been deprecated? [on hold]

    - by milindsrivastava1997
    I recently started learning DirectX 11 (C++) by reading Frank Luna's Introduction to 3D Game Programming with DirectX 11. In that the author uses D3DX and XNA Math Library. Since they have been deprecated should I continue using that book? If yes, should I use the deprecated libraries or should I switch some other libraries? If no, which book should I consult for up-to-date content with no use of deprecated library? Thanks!

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  • Trying to develop a game with android for cracking glasses in different dimensions

    - by user46514
    I am trying to develop a game in android where I will have to punch a hole to get through the glass but not shatter the glass completely. The glass will show up in different forms of polygons and when a hole is created by a projectile, the rest of the polygon will still remain intact.Only a polygonal opening will get created at the point of impact with the projectile. I am new at game design in android but I was thinking that I would create a random polygon shape to show in the path and then at the point where the projectile hits it, I could create a glass polygon to create a splinter effect. The rest of the part of the glass that is randomly created at the point of impact, I could further splinter it into polygons flying at different angle. since I also need to capture the bits of glasses flying off and falling down with gravity. Is my solution the best efficient one at performance of threads or is there a better solution for this glass breaking effect. Thanks Dhiren

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  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

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  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

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  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

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  • How do you turn a cube into a sphere?

    - by Tom Dalling
    I'm trying to make a quad sphere based on an article, which shows results like this: I can generate a cube correctly: But when I convert all the points according to this formula (from the page linked above): x = x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0)); y = y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0)); z = z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0)); My sphere looks like this: As you can see, the edges of the cube still poke out too far. The cube ranges from -1 to +1 on all axes, like the article says. Any ideas what is wrong?

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Are there any good html 5 mmo design tutorials?

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • I need to sell an almost-complete MMORPG project. How can I do that?

    - by Tomasz
    I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play mmorpg we can develop the characters, monsters. We can fight with other characters or to establish cooperation in solving the challenges. We can fight using own monsters, or throwing their own cards with spells. Unfortunately we have no idea how to promote the game. Ended fund and I think the whole team surrendered. How can I find a buyer? Where can I find him? Thank you for your help.

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • Detecting long held keys on keyboard

    - by Robinson Joaquin
    I just want to ask if can I check for "KEY"(keyboard) that is HOLD/PRESSED for a long time, because I am to create a clone of breakout with air hockey for 2 different human players. Here's the list of my concern: Do I need other/ 3rd party library for KEY HOLDS? Is multi-threading needed? I don't know anything about this multi-threading stuff and I don't think about using one(I'm just a NEWBIE). One more thing, what if the two players pressed their respective key at the same time, how can I program to avoid error or worse one player's key is prioritized first before the the key of the other. example: Player 1 = W for UP & S for DOWN Player 2 = O for UP & L for DOWN (example: W & L is pressed at the same time) PS: I use GLUT for the visuals of the game.

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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