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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • MMORPG game balancing

    - by Gary Paluk
    I've seen a couple of examples of some game balancing techniques in books yet they are not comprehensive and not particularly aimed at MMORPGs but I'm looking for practical examples of game balancing techniques for MMORPGs. I am interested to know if anyone has documented the techniques used in popular games with proven success in this area. Ideally, any resource would cover most common types of stats and include layman mathematical models or techniques used to balance game mechanics found in advanced MMORPGs (I know it's a cliché, but WoW style) Any help would be great!

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • Calculate velocity of a bullet ricocheting on a circle

    - by SteveL
    I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): Vector.vector.set(bullet.vel); //->v Vector.vector2.setDirection(pos, bullet.pos); //->n normal from center of circle to bullet float dot=Vector.vector.dot(Vector.vector2); //->dot product Vector.vector2.mul(dot).mul(2); Vector.vector.sub(Vector.vector2); Vector.vector.y=-Vector.vector.y; //->for some reason i had to invert the y bullet.vel.set(Vector.vector);

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Whats a good setup/toolchain for a project?

    - by acidzombie24
    I was thinking, what is needed for a good setup and what are good (free) tools to use? Some of what i came up with are Bug tracking Some good (distributed:P) source control (which means no svn fellas) automated nightly builds or a continuous integration (or anything that automates builds and possibly sends emails when there are build errors) wiki to document decisions, road map or milestones. Something to backup assets (art, sound, etc) What else? and do you have suggestions for any of the above? i pretty much clueless of all of these except for source control

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Vector vs Scalar velocity?

    - by Serguei Fedorov
    I am revamping an engine I have been working on and off on for the last few weeks to use a directional vector to dictate direction; this way I can dictate the displacement based on a direction. However, the issue I am trying to overcome is the following problem; the speed towards X and speed towards Y are unrelated to one another. If gravity pulls the object down by an increasing velocity my velocity towards the X should not change. This is very easy to implement if my speed is broken into a Vector datatype, Vector.X dictates one direction Vector.Y dictates the other (assuming we are not concerned about the Z axis). However, this defeats the purpose of the directional vector because: SpeedX = 10 SpeedY = 15 [1, 1] normalized = ~[0.7, 0.7] [0.7, 0.7] * [10, 15] = [7, 10.5] As you can see my direction is now "scaled" to my speed which is no longer the direction that I want to be moving in. I am very new to vector math and this is a learning project for me. I looked around a little bit on the internet but I still want to figure out things on my own (not just look at an example and copy off it). Is there way around this? Using a directional vector is extremely useful but I am a little bit stumped at this problem. I am sorry if my mathematical understanding maybe completely wrong.

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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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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  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • Creating my own kill cam

    - by DalexL
    I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in call of duty games that show, from the view of the killer, the actual killing scene. My Thoughts: -I can't just keep in memory when people kill others because I wouldn't know when to start the 'recording process'. There is on way for me to accurately determine when somebody is 'about' to kill someone. -My only real idea so far is to have a complete duplicate of everything loaded off to the side copying all the movement from the original world but with a 10 second delay. That way, all the kill cams would be 10 seconds long and the persons camera would just be moved to the second world of their killer. My Questions: Is there already an accepted way to do this? Does anybody have any good ideas for something like this? Thanks if you can!

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  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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