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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Making body(box2d) a spite(andengine) in android

    - by Kadir
    I can't make body(box2d) a spite(andengine) and at the same time i wanna apply MoveModifier to sprite which is body.if i can make just body,it works namely the srites can collide.if i can apply just MoveModifier to sprites,the sprites can move where i want.but i wanna make body(they can collide) and apply MoveModifier(they can move where i want) at the same time.How can i do? this my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • Tile-wide extent tracing on a grid.

    - by Larolaro
    I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the pathfinding, however character movement is free roaming, not strict tile to tile movement. To achieve a smoother, more efficient path, I'm doing line traces on a grid to determine if there is unwalkable tiles between tiles to shave off unecessary corners. However, because a line trace is zero extent, it doesn't consider the extent of the character and gives bad results (not returning unwalkable tiles just missed by the line, causing unwanted collisions). So what I'm looking for is rather than a line algorithm that determines the tiles under it, I'm looking for one that determines the tiles under a tile-wide extent line. Here is an image to help visualise my problem! Does anyone have any ideas? I've been working with Bresenham's line and other alternatives but I haven't yet figured out how to nail this specific problem.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

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  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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  • Is there a way to use the facebook sdk with libgdx?

    - by Rudy_TM
    I have tried to use the facebook sdk in libgdx with callbacks, but it never enters the authetication listeners, so the user never is logged in, it permits the authorization for the facebook app but it never implements the authentication interfaces :( Is there a way to use it? public MyFbClass() { facebook = new Facebook(APPID); mAsyncRunner = new AsyncFacebookRunner(facebook); SessionStore.restore(facebook, this); FB.init(this, 0, facebook, this.permissions); } ///Method for init the permissions and my listener for authetication public void init(final Activity activity, final Facebook fb,final String[] permissions) { mActivity = activity; this.fb = fb; mPermissions = permissions; mHandler = new Handler(); async = new AsyncFacebookRunner(mFb); params = new Bundle(); SessionEvents.addAuthListener(auth); } ///I call the authetication process, I call it with a callback from libgdx public void facebookAction() { // TODO Auto-generated method stub fb.authenticate(); } ///It only allow the app permission, it doesnt register the events public void authenticate() { if (mFb.isSessionValid()) { SessionEvents.onLogoutBegin(); AsyncFacebookRunner asyncRunner = new AsyncFacebookRunner(mFb); asyncRunner.logout(getContext(), new LogoutRequestListener()); //SessionStore.save(this.mFb, getContext()); } else { mFb.authorize(mActivity, mPermissions,0 , new DialogListener()); } } public class SessionListener implements AuthListener, LogoutListener { @Override public void onAuthSucceed() { SessionStore.save(mFb, getContext()); } @Override public void onAuthFail(String error) { } @Override public void onLogoutBegin() { } @Override public void onLogoutFinish() { SessionStore.clear(getContext()); } } DialogListener() { @Override public void onComplete(Bundle values) { SessionEvents.onLoginSuccess(); } @Override public void onFacebookError(FacebookError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onError(DialogError error) { SessionEvents.onLoginError(error.getMessage()); } @Override public void onCancel() { SessionEvents.onLoginError("Action Canceled"); } }

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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model pieces. MD3 would probably work, but like OBJ, it doesn't have support for triangle strips. Considering the limitations of the formats above, I've come to the conclusion that it may be necessary to write my own format to accommodate my requirements, but that feels like reinventing the wheel. So, I need a format which can specify indexed tri-strips, supports textures, UV-mapping, collision data, can have multiple named segments and supports animations (have I forgotten anything?). Is there any format like that which already exists, or do I have to write my own?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Calculate the intersection depth between a rectangle and a right triangle

    - by Celarix
    all. I'm working on a 2D platformer built in C#/XNA, and I'm having a lot of problems calculating the intersection depth between a standard rectangle (used for sprites) and a right triangle (used for sloping tiles). Ideally, the rectangle will collide with the solid edges of the triangle, and its bottom-center point will collide with the sloped edge. I've been fighting with this for a couple of days now, and I can't make sense of it. So far, the method detects intersections (somewhat), but it reports wildly wrong depths. How does one properly calculate the depth? Is there something I'm missing? Thanks!

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  • Show path of a body of where it should go after linear impulse is applied

    - by Farooq Arshed
    I am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or any other which have projectile motion with a path shown you will get my point. I want to show the white dots which are shown in those games.

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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  • Selling your iphone games.

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • What should I worry about when changing OpenGL origin to upper left of screen?

    - by derivative
    For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now rendering in an OpenGL context (specifically immediate mode but I'm learning about VAOs/VBOs) and using SDL for interface, audio, etc. SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this. I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems. What should I be concerned about in terms of rendering when I do this? If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.

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