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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Are there any good guides for making mods for Minecraft?

    - by Pureferret
    I've been coding in Java for 5 months at work now, and having past experience with programming in other languages, modifying existing code at Uni etc. I feel like I want to get started on (read: continue learning to program by) modding with minecraft. I know what I need, but not exactly how to do so. I once saw some good guides on the minecraft forum, but they all explained how to write in java, hows different classes in the code work etc. I'm more interested in how you decompile the code, write your own separate from the main 'trunk' of minecraft and then package it to install with a tool like 'Magic Loader'. My issue with these guides is that they always relied on being in windows, but I'm primarily a linux user, and the guides on the forums only seemed to assume you were on a Windows box. So is there a good 'walkthrough' for modding for Minecraft? Especially one where it assumes or at least allows for the fact you are in linux?

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • Loadbalancing Questions

    - by Van Holtz
    I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into clusters to allow even more players to log in to avoid latency issues. Now I have protyped the Loadbalancing server and its running pretty good so far. This is my architecture, I have a master server which acts as a proxy, every sub servers(chat, login, game) connect to the master server as well as all the clients. when a client connects, Client Request: Send Request - MS(Master) - Decides which SS(SubServer) to forward to - Forwards Request to SS - SS - Analyze Message - Send Response to MS - Decides which Client to forward to - Forwards Response to Client Well, it looks like its going through lots of stages. it takes double the time to process the message than a single server approach. i feel like my model isnt the best or i may be wrong. is there any better model or the one they use in professional games? I still want a Master-SubServer approach. I just want to clarify that I'm going in the right direction before writing all my codes. Thanks for any answer :)

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • PHP Battle System for RPG game

    - by Jay
    I posted this a while ago on stackoverflow, they thought it would be better place here, I agree. Essentially I know what I want to accomplish, and I have something to the effect of what I want but I am not satisfied with it. Here's the problem. Each user has some states: STR (how hard they hit), DEF (dodging/blocking attacks), SPD (when they can strike), and STAMINA (basically their endurance in game, if this runs out they can no longer fight and lose) What I need is something like this: UserA Stats: STR: 1,000 DEF: 2500 SPD: 2000 (HP: 1000/1000) UserB Stats: STR: 1,500 DEF: 500 SPD: 4000 (HP: 1000/1000) Because the second user has double the speed, he lands twice the amount of hits on the first user, before he gets hit. Because he has less strength than the first users defence, he will do no, to little damage. This is how the battle would theoretically go: UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage, and sends him to the hospital! I was using this code, which is buggy, and not efficient, I just need a better way to do this: http://pastebin.com/15LiQQuJ Oh, and if anyone has some good ideas on how to improve the concept that would be cool too! It's not that elaborate so I'll be thinking of all sorts of things to make it more dynamic. Thanks.

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  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

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  • projected textures not appear on the "back" of the mesh as well?

    - by user975135
    I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But the way projected textures work is that if you project a texture on a rigged character, say his chest, it will also appear on his back. So what's the trick? How to get projected textures appear only on one "side" of the mesh? I use the Panda3D game engine, if that will help.

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • JOGL2 test compiles, but doesn't execute - help?

    - by Chuchinyi
    I have a problem with JOGL2. My JOGL2Template.java compiles fine, but executing it results in the following error: D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more Here is the JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } } Any ideas what might be the cause of these errors?

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • How do I implement layers on a tile map?

    - by mitch
    I have a game where, based upon the visible tiles in the viewport, I need to retrieve data of items in the visible tiles. I am planning to use Javascript to AJAX request in a batch based upon the visible tiles which contain image tags like Google Maps. The layer will be in SVG or canvas. The item information will be in JSON format. What is the best approach, to fetch the data? I currently have complex class I wrote in Javascript which determines the visible columns/rows and offsets relative to the visible area shown. Each item is also user contributed and will be rendered in canvas or SVG layer.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Tiny Wings - Placing items

    - by Federico
    I'm currently developing a Flash game like 'Tiny Wings'. I have a lot of work done, but i'm currently working on placing the items ( coins and obstacles ) on the terrain. My player it is moving on a auto-generated terrain (based on Emanuele Feronato's tutorials) so every time the player's x position is greater than (screenWidth + x) another hill is generated and so on. I'm currently having problems placing the items in a correct angle and put 5 or more items together on a hill. Could you please help me with this? Thanks, Regards. PS: This is the URL to the Emanuele Feronato post and the code to make the hills http://www.emanueleferonato.com/2011/10/04/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d-%E2%80%93-adding-more-bumps/

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