Search Results

Search found 33291 results on 1332 pages for 'development environment'.

Page 494/1332 | < Previous Page | 490 491 492 493 494 495 496 497 498 499 500 501  | Next Page >

  • 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.

    Read the article

  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

    Read the article

  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

    Read the article

  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

    Read the article

  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

    Read the article

  • 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?

    Read the article

  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

    Read the article

  • What different ways are there to model restitution in a physics engine?

    - by Mikael Högström
    In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one. Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

    Read the article

  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

    Read the article

  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

    Read the article

  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

    Read the article

  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

    Read the article

  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

    Read the article

  • How to find the window size in XNA

    - by Nick Van Hoogenstyn
    I just wanted to know if there was a way to find out the size of the window in XNA. I don't want to set it to a specific size; I would like to know what dimensions it currently displays as automatically. Is there a way to find this information out? I realize I probably should have found this information out (or set it myself manually) before working on the game, but I'm a novice and am now hoping to work within the dimensions I have already become invested in. Thanks!

    Read the article

  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

    Read the article

  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

    Read the article

  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

    Read the article

  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

    Read the article

  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

    Read the article

  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

    Read the article

  • Playing part of a sfx audio file in HTML5 using WebAudio

    - by Matthew James Davis
    I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an audio file. More specificially, I've created a dictionary { 'sword_hit': { src: 'sfx.ogg', start: 265, // ms length: 212 // ms } } that my play_sound() function can use to look up 'sword_hit' and play the correct audio file at the correct start time for the correct duration. I simply need to know how to tell the WebAudio API to start playing at start ms and only play for length ms.

    Read the article

  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

    Read the article

  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

    Read the article

  • Beggining OpenGL vs beggining DirectX and some question about the philosophical difference between them

    - by jokoon
    I'm begginning with Direct X at school, and my teacher said it was harder to begin with than OpenGL, but I read several things that in fact, Direct X was more advanced than OpenGL in terms of recent graphic cards features. Since I'm far from wanting to do top notch effects, which can already be implemented with existing engines and/or shaders, I wanted to know your opinion: Can OpenGL be considered like a more basic, KISS, hardware agnostic, graphic library to just do 3D with acceleration, and consider DirectX like a top notch, game-oriented graphic API that will always support the next-gen 3D chips ? Citation from wikipedia on http://en.wikipedia.org/wiki/Id_Tech_5 : John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will not be using the DirectX 10 API. I don't want to seem like I'm minding open source because Carmack does and because he is famous, it's just that android and iPhone are out there, and Direct X doesn't seems to me to be the necessary API to know, since Windows supports OpenGL, and since the 360 is just a console among other consoles.

    Read the article

  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

    Read the article

< Previous Page | 490 491 492 493 494 495 496 497 498 499 500 501  | Next Page >