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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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  • Publishing a game -- any way to target both WP7 and Win8 Store?

    - by Rei Miyasaka
    I'm at a dilemma which seems should soon become an important issue for a lot of developers. If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic application -- and classic applications can't be sold on the store. If I build a game in Metro DirectX, I would be able to sell it on the Store, but porting it to Windows Phone would involve porting it to Reach XNA, which in fact would likely involve more effort even than porting to OS X or Android -- both of which support C++. Of all the WinRT API that is supported on C++/JS/.NET, DirectX can only be programmed from C++. It's also unlikely that Microsoft will update Windows 7 or Vista to support the new DirectX features, although that would make the Metro DirectX the first new version of DirectX to stop supporting the immediate predecessor OS. If I build a game in Pre-Win8 DirectX 9/10/11, I won't be able to sell it on the Windows Store or Windows Phone, but I could sell it on something like Steam. It would also involve the most amount of manual plumbing. In fact, DirectWrite, despite being part of DirectX 11, doesn't talk to Direct3D. I'm getting really tired of all these restrictions -- artificial and otherwise -- and I'm coming to a point where I'm considering switching to a platform with a less fragmented API, like Android or Mac/iOS. As far as bringing a game into market goes, excluding the actual market share of any platforms that I might consider, what other factors would help me in making a decision? Just a few years ago this question was a lot easier to answer: if you were primarily concerned with Windows platforms, all you had to answer was whether you wanted DirectX, XNA, or something like SlimDX. If you made the wrong decision, no biggie -- all you really would have lost is XBox and the fairly small Windows Phone market.

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • Check if an object is facing another based on angles

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

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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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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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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

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

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • Realtime rendering using a ray tracing engine

    - by Keyhan Asghari
    I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100). Lights, shadows and textures is not important and each element has a solid color. and finally, the actions I want to have, is simply rotating the object, zooming and panning. I am wondering what ray tracing engine is better for my conditions. or, do I have to take another approach? any help will be appreciated.

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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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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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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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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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Adjust sprite bounds of the visible part of texture

    - by Crazy D0G
    Is there any way to adjust the boundaries of the visible part of the sprite? To make it easier to understand: I have a texture, such as shown at figure 1. Then I break it into pieces and fill the resulting fragments using PRKit (wood texture on figure 2 and 3). But the resulting fragments have the transparent (green color on figure 2 and 3) and when creating a sprite from the fragments they have the size of the initial texture. Is there a way to get rid of this transparency and to adjust the size of the visible part (wood texture), openGL or cocos2d-x means? Maybe it help - draw() method from PRKit: void PRFilledPolygon::draw() { //CCNode::draw(); glDisableClientState(GL_COLOR_ARRAY); // we have a pointer to vertex points so enable client state glBindTexture(GL_TEXTURE_2D, texture->getName()); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA); glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Restore texture matrix and switch back to modelview matrix glEnableClientState(GL_COLOR_ARRAY);}

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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