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  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • How to play many sounds at once in OpenAL

    - by Krom
    Hello, I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds often repeat, e.g. when squad of archers shoots arrows, but they are not synced with each other. My questions are: What is the common design pattern to play multiple sounds in OpenAL, when some of them are duplicate? What are the hardware limitations on sounds count and tricks to overcome them?

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  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Best way to render card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then; 2) Render SVG to image of proper size at once. Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot?

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • How can I transform a Point2f with a matrix on Android?

    - by Vivendi
    I'm developing for Android and I'm using the android.renderscript.Matrix3f class to do some calculations. What I need to do now is to now is to do something like mat.tranform(pointIn, pointOut); So I need to transform a matrix by a given Point class. In awt I would simply do this: AffineTransform t = new AffineTransform(); Point2D.Float p = new Point2D.Float(); t.transform( p, p ); But in Android I now have this: Matrix3f t = new Matrix3f(); PointF p = new PointF(); // Now I need to tranform it somehow.. But the Matrix3f class in Android doesn't have a Matrix.transform(Point2D ptSrc, Point2D ptDst) method. So I guess I have to do the transformation manually. But I'm not really sure how that works. From what I've seen it's something like a translate and then a rotate? Could anyone please tell me how to do this in code?

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Render full-screen gradient or texture

    - by Filip Skakun
    What's the simplest way to fill the background of the screen with a gradient or a texture in Direct3D 10/11? I'm building a Windows 8 metro app in which the camera never moves and I render some content in D3D, but I need to fill the background with something else than a solid color. Do I need to figure out the size and position of a rectangle and position it in 3D space or can I have some simpler solution? I don't care about depth at all, I don't use any depth buffer since all my content is sorted back to front, so I could just start by drawing to the background.

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • how can i move static box2d object.

    - by user5198
    how can i move static box2d sprites. i have tried this tutorial from . http://www.raywenderlich.com/475/how-to-create-a-simple-breakout-game-with-box2d-and-cocos2d-tutorial-part-12. I managed to add another "paddle" object with box2d body, but i can seam to be able to make the code to move the second "paddle" body. Can anyone direct me how to do it? Is there a way to move a "b2_staticBody" box 2d object? i have tried, but i can only move it when i use "b2_dynamicBody" if i used "b2_staticBody" i can move it at all.

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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