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  • How to calculate vertext normals for a mesh in Java in OpenGL ES application?

    - by alan mc
    Can some one point me to Java code ( in Java not C or C++) that calculates all the normals for all the vertices of a mesh for OpenGL ES application. I need this for lighting. Lets say I have a cube with following vertices and indices: float vertices[] = { -width, -height, -depth, // 0 width, -height, -depth, // 1 width, height, -depth, // 2 -width, height, -depth, // 3 -width, -height, depth, // 4 width, -height, depth, // 5 width, height, depth, // 6 -width, height, depth // 7 }; short indices[] = { 0, 2, 1, 0, 3, 2, 1,2,6, 6,5,1, 4,5,6, 6,7,4, 2,3,6, 6,3,7, 0,7,3, 0,4,7, 0,1,5, 0,5,4 }; In above specific example how many normals we need ?

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • Switching songs - MediaPlayer lags the game

    - by Fibericon
    When the player encounters a boss in the game I'm working on, I want to have the music change. It seems simple enough with the MediaPlayer class to fade out the current song, switch to another, and then fade the new song in. However, at the point where the second song starts, the game freezes for a split second. The songs in question aren't particularly large either - the first song is 1.7mb and the second song is 3.1mb, both mp3 format. This is the code I'm using to do it: protected void switchSong(GameTime gameTime) { if (!bossSongPlaying) { MediaPlayer.Volume -= ((float)gameTime.ElapsedGameTime.TotalSeconds/10); if (MediaPlayer.Volume < 0.05f) { MediaPlayer.Play(bossSong); MediaPlayer.Volume = 1.0f; bossSongPlaying = true; } } } What can I do to eliminate that momentary hang?

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • draw bullet at the end of the barrel

    - by Alberto
    excuse my awkwardness, i have this code: [syntax="java"] int x2 = (int) (canon.getSceneCenterCoordinates()[0] + LENGTH_SPRITE/2* Math.cos(canon.getRotation())); int y2 = (int) (canon.getSceneCenterCoordinates()[1] + LENGTH_SPRITE/2* Math.sin(canon.getRotation())); projectile = new Sprite( (float) x2, (float) y2, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); [/syntax] and the bullet are drawn around the cannon in circle.. but not from the end of cannon :( help!

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  • Rotating a child shape relative to its parent's orientation

    - by user1423893
    When rotating a shape using a quaternion value I also wish rotate its child shape. The parent and child shapes both start with different orientations but their relative orientations should always be the same. How can I use the difference between the previous and current quaternions of the parent shape in order to transform the child segment and rotate it relative to its parent shape? public Quaternion Orientation { get { return entity.Orientation; } set { Quaternion previousValue = entity.Orientation; entity.Orientation = value; // Use the difference between the quaternion values to update child orientation } }

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  • How can I link to callback functions in Lua such that the callbacks will be updated when the scripts are reloaded?

    - by Raptormeat
    I'm implementing Lua scripting in my game using LuaBind, and one of the things I'm not clear on is the logistics of reloading the scripts live ingame. Currently, using the LuaBind C++ class luabind::object, I save references to Lua callbacks directly in the classes that use them. Then I can use luabind::call_function using that object in order to call the Lua code from the C++ code. I haven't tested this yet, but my assumption is that if I reload the scripts, then all the functions will be redefined, BUT the references to the OLD functions will still exist in the form of the luabind::object held by the C++ code. I would like to be able to swap out the old for the new without manually having to manage this for every script hook in the game. How best to change this so the process works? My first thought is to not save a reference to the function directly, but maybe save the function name instead, and grab the function by name every time we want to call it. I'm looking for better ideas!

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  • openGL Camera setup for Zoom in/out centered at point under cursor

    - by user3228921
    I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective mode. Now i am trying to do the zoom centered at arbitrary position under the cursor. I am unable to figure out how should i move my camera forward and backward such that point under cursor remains at the same screen coordinates after zoom in/out. Any help would be appreciated. Below are the images which show the desired effect. Just to mention, I am working in a perspective mode with eye target and up vectors to control camera. Same effect i found in google sketchup and 'zoom to mouse position' setting in blender.

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  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

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  • Well-tested libraries for player ratings?

    - by Lucky
    It's common in games to implement some sort of numerical ranking system -- the ELO system is usually used in chess. I could implement this system naively using Wikipedia's descriptions, but I suspect that this would open up a whole box of problems that have already been solved: rating inflation, etc -- for instance, the ELO system has a K constant that's 'fudged' according to rating, duration, pairings, statistics, ... What are some libraries (I'm looking at Python, but anything is okay) that implements rating systems? It also doesn't have to be ELO.

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? 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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  • Creating Rectangle-based buttons with OnClick events

    - by Djentleman
    As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked. This is as far as I've made it: public class Button { public event EventHandler OnClick; public Rectangle Rec { get; set; } public string Text { get; set; } public Button(Rectangle rec, string text) { this.Rec = rec; this.Text = text; } } I have no clue what I'm doing with regards to events. I know how to use them but creating them myself is another matter entirely. I've also made buttons without using events that work on a case-by-case basis. So basically, I want to be able to attach methods to the OnClick EventHandler that will fire when the Button is clicked (i.e., the mouse intersects Rec and the left mouse button is clicked).

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  • Circle collision detection and Vector math: HELP?

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

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  • Move the location of the XYZ pivot point on a mesh in UDK

    - by WebDevHobo
    When working with any mesh, you get an XYZ point somewhere on it. If you just want to move the mesh in any direction, it doesn't matter where this point is located. However, I want to rotate a door. This requires the point of rotation to be very specific. I can't find anywhere how to change the location of the point. Can anyone help? EDIT: solved, to change the pivot point, right click on the mesh, go to "Pivot" and move it. Then right click again and this time select "Save PrePivot to Pivot"

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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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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  • Ignore collisions with some objects in certain contexts

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

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  • how 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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  • OpenGL ES 2. How do I Create a Basic Fading Streak Effect?

    - by dugla
    For the iPad app I am writing using OpenGL ES 2 I have a single quad - shaded using GLSL - that is dragged around the screen. Very basic. This works fine. But is rather boring. I want to increase the coolness a bit in the following way: when the user drags the quad it leaves a streak behind that fades over time. Continuous dragging would be a bit like a streaking comet across the night sky. What is the simplest way to implement this? Thanks.

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • In which directory to write game save files/data?

    - by Klaim
    I need a definite list of directories, one or more per platform, where to put game save files and other game generated data. Either based no the OS developer specification, or because it is common usage if there is no recommandation. Please provide one answer per platform, with different directories. Also, example of how to get the directory location in C++ or C is best, as it's the language you'll have more hard time. Locations: Player's game data (saved games, config). Shared game data (like high-score or config for all computer users). Temporary game data (aka cache directory).

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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