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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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  • graphical interface when using assembly language

    - by Hellbent
    Im looking to use assembly language to make a great game, not just an average game but a really great game. I want to learn a framework to use in assembly. I know thats not possible without learning the framework in c first. So im thinking of learning sdl in c and then learn, teach myself, how to interpret the program and run it as assembly language code which shouldnt be that hard. Then i will have a window and some graphics routines to display the game while using assembly to code everything in. I need to spend some time learning sdl and then some more time learning how to code all those statements using assembly while calling c functions and knowing what registers returned calls use and what they leave etc. My question is , Is this a good way to go or is there something better to get a graphical window display using assembly language? Regards HellBent

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  • How to make the Angry Birds "shot arch" dotted line? [duplicate]

    - by unexpected62
    This question already has an answer here: Show path of a body of where it should go after linear impulse is applied 2 answers I am making a game that includes 2D projectile flight paths like that of Angry Birds. Angry Birds employs the notion that a previous shot is shown with a dotted line "arch" showing the player where that last shot went. I think recording that data is simple enough once a shot is fired, but in my game, I want to show it preemptively, ie: before the shot. How would I go about calculating this dotted line? The other caveat is I have wind in my game. How can you determine a projectile preemptively when wind will affect it too? This seems like a pretty tough problem. My wind right now just applies a constant force every step of animation in the direction of the wind flow. I'm using Box2D and AndEngine if it matters.

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • Calculate the intersection depth between a rectangle and a right triangle

    - by Celarix
    all. I'm working on a 2D platformer built in C#/XNA, and I'm having a lot of problems calculating the intersection depth between a standard rectangle (used for sprites) and a right triangle (used for sloping tiles). Ideally, the rectangle will collide with the solid edges of the triangle, and its bottom-center point will collide with the sloped edge. I've been fighting with this for a couple of days now, and I can't make sense of it. So far, the method detects intersections (somewhat), but it reports wildly wrong depths. How does one properly calculate the depth? Is there something I'm missing? Thanks!

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  • OpenGL 2D Rasterization Sub-Pixel Translations

    - by Armin Ronacher
    I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size. That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem: GL_NEAREST texture interpolation GL_CLAMP_TO_EDGE What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

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  • Compressing 2D level data

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • Why won't my vertex buffer render in GLFW3?

    - by sm81095
    I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f(), and such), I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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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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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Collision and Graphics integration

    - by Shlomi Atia
    I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good for bounding volumes and fixed sized sprites. However, for characters with variable height size sprites like this: http://gamemedia.wcgame.ru/data/2011-07-17/game-sprite-sheet.jpg This is no longer good. The character won't align to the ground if I'll draw it from the center. I can just make the sprites the same height, but it will be a waste of memory (the largest sprite is 4 times larger then the smallest one). Even then, this is not an option at all with skeletal sprites like this one: http://user-generated-content.java-gaming.org/img-vault/212a171fc1ebb27ab77608fb9b2dd9bd9205361ce6300b21a7f8d06d025fbbd8.png It seems that the graphics need to be drawn from the ground for characters, but not for other images such as scenery and obstacles. The only solution I could think of was having another position called draw-position, which is the entity center for images, and is the the bottom of the collision volume for characters. Then when I draw relative to that position, it should work properly. I haven't found any references for something like that, so I'm kinda insecure about it. Does anyone knows of a better approach for this problem? 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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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

    - by sunsunsunsunsun
    Im trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole chunk into a single VBO. I was previously only putting each block into a vbo and making a call to render each block. Anyways, I am a bit confused about how I can translate the coordinates of each block in the chunk when I'm putting all vertices into one vbo. This is what I have at the moment. public void putVertices(float tx, float ty, float tz) { float l_length = 1.0f; float l_height = 1.0f; float l_width = 1.0f; vertexPositionData.put(new float[]{ xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty,zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty,zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz }); } public void createChunk() { vertexPositionData = BufferUtils.createFloatBuffer((24*3)*activateBlocks); Random random = new Random(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int z = 0; z < CHUNK_SIZE; z++) { if(blocks[x][y][z].getActive()) { putVertices(x*2.0f, y*2.0f, z*2.0f); } } } } Whats any easy way to translate the vertices of each block into its correct position? I was previously using glTranslatef with each call to render block but this wont work now. What I am doing now also does not work, the blocks all render in stacks on top of each other and it looks like this: http://i.imgur.com/NyFtBTI.png Thanks

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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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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  • 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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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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