Search Results

Search found 32277 results on 1292 pages for 'module development'.

Page 468/1292 | < Previous Page | 464 465 466 467 468 469 470 471 472 473 474 475  | Next Page >

  • Rendering Unity across multiple monitors

    - by N0xus
    At the moment I am trying to get unity to run across 2 monitors. I've done some research and know that this is, strictly, possible. There is a workaround where you basically have to fluff your window size in order to get unity to render across both monitors. What I've done is create a new custom screen resolution that takes in the width of both of my monitors, as seen in the following image, its the 3840 x 1080: How ever, when I go to run my unity game exe that size isn't available. All I get is the following: My custom size should be at the very bottom, but isn't. Is there something I haven't done, or missed, that will get unity to take in my custom screen size when it comes to running my game through its exe? Oddly enough, inside the unity editor, my custom screen size is picked up and I can have it set to that in my game window: Is there something that I have forgotten to do when I build and run the game from the file menu? Has someone ever beaten this issue before?

    Read the article

  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

    Read the article

  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

    Read the article

  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

    Read the article

  • 2D Planet Gravity

    - by baked
    I'm trying to make a simple game where a spaceship is launched and then its path is effected by the gravity of planets. Similar to this game: http://sciencenetlinks.com/interactives/gravity.html I wish to know how to replicate the effect the planets have on the spaceship in this game so a spaceship can 'loop' around a planet to change direction. I have managed to achieve some bogus results where the spaceship loops in a huge ellipse around the planet or is only slightly affected by the gravity of a planet using Vectors. Thanks in advance. p.s I have plenty of coding experience just none to do with game dev.

    Read the article

  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

    Read the article

  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

    Read the article

  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

    Read the article

  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

    Read the article

  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

    Read the article

  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

    Read the article

  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

    Read the article

  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

    Read the article

  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

    Read the article

  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

    Read the article

  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

    Read the article

  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

    Read the article

  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

    Read the article

  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

    Read the article

  • What's a good way to programmatically manage a cloneable entity?

    - by bobobobo
    Say you have missiles or rockets that a player can fire. What's a good way to programmatically manage the cloning of a base rocket, for example? I can think of 2 ways to do it: Player has a currently selected weapon (which is an int) When player shoots, the selectedWeapon member is looked at, and the correct instance of rocket is created (with some base parameters) Or Player has a currently selected weapon (which is a pointer, to a "base instance" of the rocket object) When player shoots, the base instance rocket is cloned, transformed, and shot into the game world

    Read the article

  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

    Read the article

  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

    Read the article

  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

    Read the article

  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

    Read the article

  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

    Read the article

< Previous Page | 464 465 466 467 468 469 470 471 472 473 474 475  | Next Page >