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  • Networking for RTS games with lockstep using UDP

    - by user782220
    Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give over TCP given that the network model is lockstep? I suppose another way to phrase this is: what features of TCP make TCP inferior compared to UDP with resend, etc. implemented in the context of rts lockstep networking model?

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  • Algorithm for querying linearly through a non-linear list of questions

    - by JoshLeaves
    For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each subject and filled my database with them. So my 'Quizzes' database looks like this: |ID |Subject |Question +-----+------------+---------------------------------- | 23 |Science | What's water? | 42 |Maths | What's 2+2? | 99 |Litt. | Who wrote "Pride and Prejudice"? | 123 |Litt. | Who wrote "On The Road"? | 146 |Maths | What's 2*2? | 599 |Science | You know what's cool? |1042 |Maths | What's the Fibonacci Sequence? |1056 |Maths | What's 42? And so on... (Much more detailed/complex but I'll keep the exemple simple) As you can see, due to technical constraints (MongoDB), my IDs are not linear but I can use them as an increasing suite. So far, my algorithm to ensure two users get a new quizz when they play together is the following: // Take the last played quizzes by P1 and P2 var q_one = player_one.getLastPlayedQuizz('Maths'); var q_two = player_two.getLastPlayedQuizz('Maths'); // If both of them never played in the subject, return first quizz in the list if ((q_one == NULL) && (q_two == NULL)) return QuizzDB.findOne({subject: 'Maths'}); // If one of them never played, play the next quizz for the other player // This quizz is found by asking for the first quizz in the desired subject where // the ID is greater than the last played quizz's ID (if the last played quizz ID // is 42, this will return 146 following the above example database) if (q_one == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_two}); if (q_two == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); // And if both of them have a lastPlayedQuizz, we return the next quizz for the // player whose lastPlayedQuizz got the higher ID if (q_one > q_two) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); else return QuizzDB.findOne({subject: 'Maths', ID > q_two}); Now here comes the real problem: Once I get to the end of my database (let's say, P1's last played quizz in 'Maths' is 1056, P2's is 146 and P3 is 1042), following my algorithm, P1's ID is the highest so I ask for the next question in 'Maths' where ID is superior to 1056. There is nothing, so I roll back to the beginning of my quizz list (with a random skipper to avoid having the first question always show up). P1 and P2's last played will then be 42 and they will start fresh from the beginning of the list. However, if P1 (42) plays against P3 (1042), the resulting ID will be 1056...which P1 already played two games ago. Basically, players who just "rolled back" to the beginning of the list will be brought back to the end of the list by players who still haven't rolled back. The rollback WILL happen in the end, but it'll take time and there'll be a "bottleneck" at the beginning and at the end. Thus my question: What would be the best algorith to avoid this bottleneck and ensure players don't get stuck endlessly on the same quizzes? Also bear in mind that I've got some technical constraints: I can't get a random question in a subject (ie: no "QuizzDB.findOne({subject: 'Maths'}).skip(random());"). It's cool to skip on one to twenty records, but the MongoDB documentation warns against skipping too many documents. I would like to avoid building an array of every quizz played by each player and find the next non-played in the database with a $nin. Thanks for your help

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • Marketing iOS games (and other mobile platforms)

    - by MrDatabase
    I'd like to market my existing and/or upcoming mobile games. Specifically I want to have a "revenue sharing" agreement w/ the "marketing company"... i.e. I don't want to pay anything up front... and I'm will to give the marketing company a sizable chunk of the revenue (say up to 50%). Is a publisher the only entity that does this? Or do marketing companies exist that would be interested in this type of arrangement?

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  • How to get the path of a file after publishing my game

    - by NDraskovic
    I made a "game" for a college project that reads data from .txt file at startup and draws some models according to the data in that file. This is the code I use using (StreamReader sr = new StreamReader(@"C:\Users\User\Desktop\Linije.txt")) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x),Convert.ToSingle(y),Convert.ToSingle(z))); } } As you see, this code fills some variables that are then used to define the model that will be drawn and the coordinates where it will be drawn. The problem that I'm having is that I don't know how to distribute that file to other computers (obviously on another computer it would have another path)? Do you have some advices on how to do this? P.S I tried to put it in the Content and set the Build Action on None, and I can see the file in the content directory, but when I change it, nothing happens (the models don't change as they should)

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • How can I run the pixel shader effect?

    - by Yashwinder
    Stated below is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • XNA Skinning Sample - exporting from Blender recognize only first animation clip

    - by Taylor
    (and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the first one. So I have three animation clips, but XNA recognize only one. Also, when I looked up on Xml file of the model in Debug\Content\obj directory, there is only one animation clip, but when I check code directly from .fbx file, it seems to be alright. Link to my model files: https://skydrive.live.com/redir?resid=8480AF53198F0CF3!139 BIG Thanks in forward!

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Top Down RPG Movement w/ Correction?

    - by Corey Ogburn
    I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is: Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion. If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions. If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door. I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something? I'm using the XNA Framework, is there anything in it to help with this?

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  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Sprite sheet generator

    - by Andrea Tucci
    I need to generate a sprite sheet with squared sprite for a 2D game. How can I generate a sprite sheet where each frame has x = y? The only think I have to do is to "insert" some blank space between sprites (in case y were x in the original sprite). Is there any program that I can use to trasform "irregular" sprite sheets to "squared" sprite sheets? An example of non-squared sprite sheet: http://spriters-resource.com/gameboy_advance/khcom/sheet/1138

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Polygon count target range for MMO being released in 2 years

    - by classer
    What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, NPC and player meshes)? I read in some places that one should not aim too low if the game will come out in a couple years because technology is always advancing. If you can give some mesh poly stats on what other current MMOs / MMORPGs are running and future projections, that would be great. Thank you.

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • How to set a target as image [on hold]

    - by Zadalaxmi
    How to set a target as image in given code. public void addListenerForImage(final Image roomImage) { final DragAndDrop dragAndDrop = new DragAndDrop(); dragAndDrop.addSource(new DragAndDrop.Source(roomImage) { public DragAndDrop.Payload dragStart (InputEvent event, float x, float y, int pointer) { DragAndDrop.Payload payload = new DragAndDrop.Payload(); payload.setDragActor(roomImage); dragAndDrop.setDragActorPosition(-x, -y + roomImage.getHeight()); return payload; } public void dragStop (InputEvent event, float x, float y, int pointer,Target target) { roomImage.setBounds(50, 125, roomImage.getWidth(), roomImage.getHeight()); if(target != null) { roomImage.setPosition(target.getActor().getX(), target.getActor().getY()); } System.out.println(target); stage.addActor(roomImage); } }); My problem is i can drag the images and i am not able to set target as image; and target shows as null;One more if a invisible some of the images in group how can i test that it is overlapped or not;Please give some links and suggestion

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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