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  • ScreenManagement how do I had different controls?

    - by DiasFrancisco
    I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times that almost everything should be made in XAML and very little should be "coded behind". My questions resolves about using the datatemplate ideia, WHERE should the code that calls the transitions be? where should I define which commands are avaiable in which screens. For example: [ScreenA] Commands: Pressing B - Goes to state B Pressing ESC - Exits [ScreenB] Commands: Pressing A - Goes to state A Pressing SPACE - Exits where do I define the keyEventHandlers? and where do I call the next screen? I'm doing this as an hobby for learning and "if you are learning, better learn it right" :) Thank you for your time.

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  • Super-quick MIDI generator with nonrestrictive license?

    - by Ricket
    I'm working on my Ludum Dare entry and trying to figure out how in the world I'm ever going to get background music. I found WolframTones, but the license is too restrictive: Unless otherwise specified, this Site and content presented on this Site are for your personal and noncommercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, create derivative works from, transfer, or sell any information or content obtained from this Site. For commercial and other uses, contact us. But I really like the interface! It's a lot like sfxr - click a genre and download a song. That's so cool. Is there another program that does this same sort of thing but without a restrictive license, so that I can generate a bgm and use it in my game?

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Inverse projection: question about w coordinate

    - by fayeWilly
    I have to perform in shader an inverse projection from a u/v of a render target. What I do is: Get NDC as 2*(u,v,depth) - 1 Then world space as tmp = (P*V)^-1 * (NDC,1.0); world space = tmp/tmp.w; This apparently works, but I am confused about the w division there. Why this work? Shouldn't be a multiplication by a w somewhere (as in the "forward" pipeline there is the perpsective division?) Thank you, Faye

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • Path tables or real time searching for AI?

    - by SirYakalot
    What is the more common practice in commercial games; path lookup tables or real time searches? I've read that in many games path lookup tables are pre-calculated and baked into each map, so to speak, then steering behaviour is used to handle dynamic obstacles. or is it better practice to use optimised hierarchical A* searches? I understand the pro's and cons of each, I'm just curious as to what is most often used in the industry.

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

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  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Floodfill algorithm for GO

    - by user1048606
    The floodfill algorithm is used in the bucket tool in MS paint and photoshop, but it can also be used for GO and minesweeper. http://en.wikipedia.org/wiki/Flood_fill In go you can capture groups of stones, this website portrays it with two stones. http://www.connectedglobe.com/mindy/cap6.html This is my floodfill method in Java, it is not capturing a group of stones and I have no idea why because to me it makes sense. public void floodfill(int turn, int col, int row){ for(int a = col; a<19; a++){ for(int b = row; b<19; b++){ if(turn == black){ if(stones[col][row] == white){ stones[col][row] = 0; floodfill(black, col-1, row); floodfill(black, col+1, row); floodfill(black, col, row-1); floodfill(black, col, row+1); } } } } } It searches up, down, left, right for all the stones on the board. If the stones are white it captures them by making them 0, which represents empty.

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  • samplerCubeShadow and texture offset

    - by Irbis
    I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,-1)); result = result * 0.25; For a cube map I use samplerCubeShadow: result = texture(ShadowCubeSampler, vec4(normalize(position), depth)); How to adopt above PCF when accessing a cube map ?

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  • DX11 - Weird shader behavior with and without branching

    - by Martin Perry
    I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp == 0) val = X2; I rewite it this way, but this piece of code doesn ´t word correctly tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 val = !tmp * X2 However if I change it to: tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 if (!tmp) val = !tmp * X2 It works fine... but it is useless because of "if", which need to be eliminated I honestly don´t understand it Posted Image . I tried compilation with NO and FULL optimalization, result is same

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  • Units issue when exporting from 3DS Max to XNA

    - by miguelSantirso
    I am working on a XNA game where we have defined that 1 XNA unit equals to 1 meter. Then, I set meters as system unit in 3DS Max and set to meters the units in the FBX exporter. However, when I export my models, they are much bigger in the game. Am I missing something? What should I do to avoid problems with my units? Investigating the FBX file, I noticed that I it has two values called UnitScaleFactor and OriginalUnitScaleFactor. They both are 100 when I export the files... And if I manually change UnitScaleFactor to 1, it works fine :S

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • Rendering text with stb_font results in glitches

    - by Fabian Fritz
    I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned char fontpixels [STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, fontdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void LabelFactory::renderLabel(Label * label) { int x = label->x; int y = label->y; const char * str = label->text; glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_FONT_arial_14_usascii_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); x += cd->advance_int; } glEnd(); } However this results in weird glitches I guess I'm doing something wrong with the alpha blending, however I was unable to improve it by changing the parameters. The size and length of the outline of the text that should be shown seems about right (it should read "Test Test Test").

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  • Draw order in XNA

    - by Petr Abdulin
    It is possible to set draw order of a DrawableGameComponent by setting DrawOrder property. But is it possible to set draw order of "main" Game class? I have 2 DrawableGameComponents, and Draw method of a main Game class is called first, while I want it to be the last. Should I just mode all "main" draw code to another component and set it DrawOrder? Answer: seems like I'm just confused myself a little. Black on black, that's why I didn't saw it. Main Draw is called last, as expected.

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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