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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • Game Patching Mac/PC

    - by Centurion Games
    Just wondering what types of solutions are available to handle patching of PC/Mac games that don't have any sort of auto updater built into them. In windows do you just spin off some sort of new install shield for the game that includes the updated files, hope you can read a valid registry key to point to the right directory, and overwrite files? If so how does that translate over to Mac where the game is normally just distributed as straight up .app file? Is there a better approach than the above for an already released product? (Assuming direct sells, and not through a marketplace that features auto-updating like Steam.) Are there any off the shelf auto-updater type libraries that could also be easily integrated with a C/C++ code base even after a game has been shipped to make this a lot simpler, and that are cross platform? Also how do auto-updaters work with new OS's that want applications and files digitally signed?

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  • How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile

    - by cloudraven
    I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its pretty fast, I get the raw bitmap in _buffer. When I try to do this in DirectX. Assuming that I have a D3DDevice object I can do something like this if (SUCCEEDED(D3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackbuffer))) { HResult hr = D3DXSaveSurfaceToFileA(filename, D3DXIFF_BMP, pBackbuffer, NULL, NULL); But D3DXSaveSurfaceToFile is pretty slow, and I don't need to write the capture to disk anyway, so I was wondering if there was a faster way to do this

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  • Why Swipe left doesn't work? [on hold]

    - by Hitesh
    I wrote the below code to detect and perform a sprite action on the single tap and swipe right event. @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { float x = 0F; int tapCount = 0; boolean playermoving = false; // TODO Auto-generated method stub if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) { if (pSceneTouchEvent.getX() > x) { playermoving = true; players.runRight(); } if (pSceneTouchEvent.getX() < x) { Log.i("Run Left", "SPRITE Left"); } /* * if (pSceneTouchEvent.getX() < x) { System.exit(0); * Log.i("SWIPE left", "SPRITE LEFT"); } */ } if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) { playermoving = false; x = pSceneTouchEvent.getX(); tapCount++; Log.i("X CORD", String.valueOf(x)); } if (pSceneTouchEvent.isActionDown()) { if (tapCount == 1 && playermoving != true) { tapCount = 0; players.jumpRight(); } } return true; } The code works fine. The only problem is that the swipe left event is not being detected due to some reasons. What can i do to make the swipe left action work? Please help

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    Hi! This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Bullet pattern isn't behaving as expected

    - by Fibericon
    I have a boss that's supposed to continuously shoot five streams of bullets, each at a different angle. It starts off just fine, but doesn't seem to want to use its entire array of bullets. No matter how large I set the length of bulletList, the boss simply stops shooting after a couple of seconds, then pick up again shortly. Here's what I'm using to generate the pattern: Vector3 direction = new Vector3(0.5f, -1, 0); for (int r = 0; r < boss.gun.bulletList.Length; r++) { if (!boss.gun.bulletList[r].isActive) { boss.gun.bulletList[r].direction = direction; boss.gun.bulletList[r].speed = boss.gun.BulletSpeedAdjustment; boss.gun.bulletList[r].position = boss.position; boss.gun.bulletList[r].isActive = true; break; } } direction = new Vector3(-0.5f, -1, 0); //Repeat with four similar for loops, to place a bullet in each direction It doesn't seem to matter if the bulletList length is 1000 or 100000. What could be the issue here?

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • What is the most efficient way to add and removed Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Debugging Minimum Translation Vector

    - by SyntheCypher
    I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have: As you can see in top and bottom left images regardless of the side the of the green car which red car is penetrating the MTV for the red car still remains as a negative number also here is the same example when the front of the red car is facing the opposite direction the number will always be positive. When the red car is past the half way through the green car it should switch polarity. I thought I'd compensated for this in my code, but apparently not either that or it's a bug I can find. Here is my function for finding and returning the MTV, any help would be much appreciated: Code

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • MCP 1.7.10 Java class navigation

    - by Elias Benevedes
    So, I'm new to the Minecraft modding community and trying to understand where to start. I've attempted to do it before, but dropped it to the complexity of starting and the lack of a site like this to help (Mind that I'm also semi-new to Java, but have worked extensively in Javascript and Python. I understand how Java is different from the two). I have downloaded MCP 9.08 (Decompiles 1.7.10), and decompiled Minecraft. I'm looking to mod client, so I didn't supply it with a server jar. Everything seemed to work fine in decompile (Only error was it couldn't find the server jar). I can find my files in /mcp908/src/minecraft/net/minecraft. However, if I open up one of the classes in, say, block, I see a bunch of variables starting with p_ and ending with _. Is there any way to make these variables more decipherable, to understand what's going on so I can learn by example? Thank you.

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • Subdividing a polygon into boxes of varying size

    - by Michael Trouw
    I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes of varying size: http://procworld.blogspot.nl/2011/07/city-lots.html In the comments a paper by among others the author of the blog can be found, however the only formula listed is about candidate location suitability: http://www.groenewegen.de/delft/thesis-final/ProceduralCityLayoutGeneration-Preprint.pdf Any language will do, but if examples can be given Javascript is preferred (as it is the language i am currently working with) A similar question is this one: What is an efficient packing algorithm for packing rectangles into a polygon?

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