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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Deserialize inherited classes into the same list in XNA

    - by M0rgenstern
    I am writing a Gui for a game (for what else ...). Therefor I wrote a class GuiElement which has some serializeable fields. From this class I deflect a Class "Button" which has one serializeable field more. Furthermore, I have a Class GuiWindow, which is as well deflected from "GuiElement". An Object of this Class has a Field "HandledElements" of the type "List". To know the layout of the Menues, I use XML-Files, which look like that (for example): <?xml version="1.0" encoding="utf-8" ?> <XnaContent xmlns:Generic="System.Collections.Generic"> <Asset Type="System.Collections.Generic.List[GUI.GuiWindow]"> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>MainMenu</Name> <HandledElements> <Item> <Position>100 100</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>true</IsActive> <Name>Optionen</Name> <Caption>Optionen</Caption> </Item> </HandledElements> </Item> <Item> <Position>0 0</Position> <AlternativeImagePath></AlternativeImagePath> <IsActive>false</IsActive> <Name>Options</Name> <HandledElements> </HandledElements> </Item> </Asset> </XnaContent> As you can see, the first window has in its "HandledElements" List an Item with the Field . This is a field which only a Button has. The Problem is now: I can't deserialize this XML file, because GuiElement does not have this Field, it only has the few fields above. I thought it would know automatically which Class to use,but it doesn't. Do I really have to give my windows a list for each child class of GuiElement? Or can I do another workaround?

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Calculating 2D (screen) coordinates from 3D positions in XNA 4.0

    - by NDraskovic
    I have a program that draws some items to the scene by loading their positions from a file. Now I want to place a Ray on the same location where the items are drawn. So my question is how can I calculate the position of the ray (it's 2D components) by using 3D coordinates of each particular item? The items don't move anywhere, so once they are placed they stay until the end of the programs execution. Thanks.

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  • importing animations in Blender, weird rotations/locations

    - by user975135
    This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the frames), just the first one looks right, seems like newer frames are affected by older ones, so you get slightly off positions/rotations. This is true when both assigning PoseBone.matrix and PoseBone.matrix_basis. bone_index = 0 # for each frame: for frame_index in range(frame_count): # for each pose bone: add a key for bone_name in bone_names: # "bone_names" - a list of bone names I got earlier pose.bones[bone_name].matrix = animation_matrices[frame_index][bone_index] # "animation_matrices" - a nested list of matrices generated from reading a file # create the 'keys' for the Action from the poses pose.bones[bone_name].keyframe_insert('location', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('rotation_euler', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('scale', frame = frame_index+1) bone_index += 1 bone_index = 0 Again, it seems like previous frames are affecting latter ones, because if I import a single frame from the middle of the animation, it looks fine. 2. I can't assign armature-space animation matrices read from a file to a skeleton with hierarchy (parenting). In Blender 2.4 you could just assign them to PoseBone.poseMatrix and bones would deform perfectly whether the bones had a hierarchy or none at all. In Blender 2.6, there's PoseBone.matrix_basis and PoseBone.matrix. While matrix_basis is relative to parent bone, matrix isn't, the API says it's in object space. So it should have worked, but doesn't. So I guess we need to calculate a local space matrix from our armature-space animation matrices from the files. So I tried multiplying it ( PoseBone.matrix ) with PoseBone.parent.matrix.inverted() in both possible orders with no luck, still weird deformations.

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • How is an HTML5 game sold?

    - by Bane
    (I know this site doesn't give legal advice, but what I'm dealing here with isn't anything serious at all. Also, I apologize to JP for being annoying over this.) Someone found a game I made on the Internet, and expressed interest in buying it. We agreed upon a price, and, in the meantime, I removed the game's source from the Internet, just to be sure. Now, I'm wondering what to do next. These are the terms: He gets the game's source code, and only that, without the graphics (which weren't made by me). He gets the right to develop and sell the game. I get to keep the ownership of the original game, meaning that I can use it in my portfolio when applying for jobs, for example. The game gets to stay on its original site. But I am not sure how can I legally realize this. Which license can I use?

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • Handling early/late/dropped packets for interpolation in a 3D multiplayer game

    - by Ben Cracknell
    I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this object could be another player) The packets are sent on a fixed interval, and linear interpolation will be used to smooth the transition between packets. Under normal circumstances, interpolation will occur between the second-to-last packet, and the last packet received. The linear interpolation algorithm is the same as this post: Interpolating positions in a multiplayer game I have the same issue as in that post, but the answers don't seem like they will work in my situation. Consider the following scenario: Normal packet timing, everything is okay The next expected packet is late. That's okay, we'll just extrapolate based on previous positions The late packet eventually arrives with corrections to our extrapolation. Now what do we do with its information? The answers on the above post suggest we should just interpolate to this new packet's position, but that would not work at all. If we have already extrapolated past that point in time, moving back would cause rubber-banding. The issue is similar in the case of an early or dropped packet. So I believe what I am looking for is some way to smoothly deal with new information in an ongoing interpolation/extrapolation process. Since I might be moving on to quadratic or even cubic interpolation, it would be great if the same solutiuon could be applied to those as well.

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  • Server-side Input

    - by Thomas
    Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the server has the final say on the position. This generally works really well, except for one big problem: falling off edges. Basically, if a player is walking towards an edge, say a cliff, and stops right before going off the edge, sometimes a second later, he'll be teleported off of the edge. This is because the "I stopped pressing W" packet is sent after the server processes the information. Here's a lag diagram to help you understand what I mean: http://i.imgur.com/Prr8K.png I could just send a "W Pressed" packet each frame for the server to process, but that would seem to be a bandwidth-costly solution. Any help is appreciated!

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • Distributed C++ game server which use database.

    - by Slav
    Hello. My C++ turn-based game server (which uses database) does stand against current average amount of clients (players), so I want to expand it to multiple (more then one) amount of computers and databases where all clients still will remain within single game world (servers will must communicate with each other and use multiple databases). Is there some tutorials/books/common standards which explain how to do it in a best way?

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  • importing BaseGameUtils library

    - by David
    Hey :) I am trying to add the BaseGameUtils library to my workspace, I am using this guide: https://developers.google.com/games/services/android/init , I have downloaded from here :https://developers.google.com/games/services/downloads/ The BaseGameUtils sample but when I am trying to import it using Eclipse it gives me so many wrong things like Main,MainActivity and not the real BaseGameUtils, what is wrong here?

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  • Better way to generate enemies of different sub-classes

    - by KDiTraglia
    So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether an enemy is a specific type, but in Java I have found no easier way than this monstrosity... //Must be a better way to do this if ( enemy.class.isAssignableFrom(Ninja.class) ) { ... } My partner on the project saw these and changed them to use an enum system instead public class Ninja extends Enemy { //EnemyType is an enum containing all our enemy types public EnemyType = EnemyTypes.NINJA; } if (enemy.EnemyType = EnemyTypes.NINJA) { ... } I also have found no way to generate enemies on varying probabilities besides this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { enemy = createEnemy(types.getEnemyType()); break; } } private static Enemy createEnemy(EnemyType type) { switch (type) { case NINJA: return new Ninja(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case GORILLA: return new Gorilla(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case TREX: return new TRex(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); //etc } return null } I know java is a little weak at dynamic object creation, but is there a better way to implement this in a way such like this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { //Change enemyTypes to hold the classes of the enemies I can spawn enemy = types.getEnemyType().class.newInstance() break; } } Is the above possible? How would I declare enemyTypes to hold the classes if so? Everything I have tried so far as generated compile errors and general frustration, but I figured I might ask here before I completely give up to the huge mass that is the createEveryEnemy() method. All the enemies do inherit from the Enemy class (which is what the enemy variable is declared as). Also is there a better way to check which type a particular enemy that is shorter than enemy.class.isAssignableFrom(Ninja.class)? I'd like to ditch the enums entirely if possible, since they seem repetitive when the class name itself holds that information.

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • How do I get the source code from a Google Code game project?

    - by BluFire
    I'm trying to get the Hedgewars source code. When I went to the downloads tab, it doesn't specify which is the actual game. I tried downloading it using the SVN Checkout on Tortoise, but it seems like it doesn't work on the browse section of Source. (Hgproject_filesAndroid_buildSDL-android-project) I then proceeded to the wiki but I got stuck at step two because I don't know anything about Mercurial. Some other things I don't know from the wiki is "FreePascal" "Android NDK" and "Tar" files. They are new to me so I am really confused. So my question is, how can I download the source code from Hedge Wars for Android without having to browse the source code inside the source tab?

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  • Can't get LWJGL lighting to work

    - by Zarkonnen
    I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. All faces are lit up by the same amount, which changes as the pyramid rotates. Concrete example (apologies for the length): Note how all panels are always the same brightness, but the brightness varies with the pyramid's rotation. This is using lwjgl 2.8.3 on Mac OS X. package com; import com.zarkonnen.lwjgltest.Main; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.lwjgl.util.glu.*; import org.lwjgl.input.Keyboard; import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; /** * * @author penguin */ public class main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("3D Pyramid"); Display.create(); } catch (Exception e) { } initGL(); float rtri = 0.0f; Texture texture = null; try { texture = TextureLoader.getTexture("png", Main.class.getResourceAsStream("tex.png")); } catch (Exception ex) { ex.printStackTrace(); } while (!Display.isCloseRequested()) { // Draw a Triangle :D GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glRotatef(rtri, 0.0f, 1.0f, 0.0f); texture.bind(); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); Display.update(); rtri += 0.05f; // Exit-Key = ESC boolean exitPressed = Keyboard.isKeyDown(Keyboard.KEY_ESCAPE); if (exitPressed) { System.out.println("Escape was pressed!"); Display.destroy(); } } Display.destroy(); } private static void initGL() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, ((float) 800) / ((float) 600), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); float lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Ambient Light Values float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse Light Values float lightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Light Position ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One } }

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