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  • Delaying a Foreach loop half a second

    - by Sigh-AniDe
    I have created a game that has a ghost that mimics the movement of the player after 10 seconds. The movements are stored in a list and i use a foreach loop to go through the commands. The ghost mimics the movements but it does the movements way too fast, in split second from spawn time it catches up to my current movement. How do i slow down the foreach so that it only does a command every half a second? I don't know how else to do it. Please help this is what i tried : The foreach runs inside the update method DateTime dt = DateTime.Now; foreach ( string commandDirection in ghostMovements ) { int mapX = ( int )( ghostPostition.X / scalingFactor ); int mapY = ( int )( ghostPostition.Y / scalingFactor ); // If the dt is the same as current time if ( dt == DateTime.Now ) { if ( commandDirection == "left" ) { switch ( ghostDirection ) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; dt.AddMilliseconds( 500 );// add half a second to dt break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; } } } }

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Can I animate render targets or the swap chain?

    - by Eric F.
    I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple? All I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then set it as the next thing to display. I've never seen or heard about anybody doing this, but it seems so dead simple!

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  • Ideas for time-keeping in a webbased RPG?

    - by ashy_32bit
    I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm totally confused as how exactly something as real-time as an MMO-RPG can work on some pull-only (unidirectional) platform like HTTP. I know there is also a turn-based alternative to time keeping but can it work in an MMO setting ? EDIT: Take a battle for example, player A (human) wants to attack Player B (also human) in the open. How does it work when when player A issues the "attack" command on player B ? how do I inform player B that he is being attacked ? and then how exactly the battle goes on between the two in an HTTP based communication channel? To my knowledge this is impossible unless you resort to another technology (HTML is 1-way, that is you can just ask server and get response, server can't update you unless being asked to. this is very well-known and simply explained). So I though maybe I can somehow change the whole timekeeping model from real-time to a more non-real-time model (towards a turn based RPG for example) and somehow work around the whole problem of "interactivity". EDIT2: It is not that I don't wanna use any server side technologies. For sure it is not gonna work client-side-only even for the most trivial of the multi-player games, let alone an RPG. So sure there would be a (probably complex) server side component to it (the so called Game Engine I suppose). The problem is not the technology that implements the logic (game mechanics) bits but the communication technology and how it limits the game mechanics abilities (like how real-time or turn based it is gonna be). HTTP is a request-response protocol meaning you get served only if you ask for it (explicitly send a GET or POST request to the server). HTTP server can not inform you if anything of interest happens in the game world unless you refresh the page (as some suggested) or you use some bi-directional tech (totally different animals) like Flash, WebSock, HTML5 etc etc. So maybe the question is: Is it possible to implement a MMORPG using only HTML5/PHP and no periodic page refreshes? if so what would be rules to make it an MMO-RPG? Can't explain it any clearer. Sorry :D

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  • Find meeting point of 2 objects in 2D, knowing (constant) speed and slope

    - by Axonn
    I have a gun which fires a projectile which has to hit an enemy. The problem is that the gun has to be automatic, i.e. - choose the angle in which it has to shoot so that the projectile hits the enemy dead in the center. It's been a looooong time since school, and my physics skills are a bit rusty, but they're there. I've been thinking to somehow apply the v = d/t formula to find the time needed for the projectile or enemy to reach a certain point. But the problem is that I can't find the common point for both the projectile and enemy. Yes, I can find a certain point for the projectile, and another for the enemy, but I would need lots of tries to find where the point coincides, which is stupid. There has to be a way to link them together but I can't figure it out. I prepared some drawings and samples: A simple version of my Flash game, dumbed down to the basics, just some shapes: http://axonnsd.org/W/P001/MathSandBox.swf - click the mouse anywhere to fire a projectile. Or, here is an image which describes my problem: So... who has any ideas about how to find x3/y3 - thus leading me to find the angle in which the weapon has to tilt in order to fire a projectile to meet the enemy? EDIT I think it would be clearer if I also mention that I know: the speed of both Enemy and Projectile and the Enemy travels on a straight vertical line.

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  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • Compressing 2D level data

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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  • How to add a sound that an enemy AI can hear?

    - by Chris
    Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at point x1, y1 and it "ripples out". The image below kind of outlines it better. Obviously the end goal is that the AI enemy can "hear" the sound - but if a wall is blocking it, the sound doesn't travel as far. Red is the wall, which has a dampen of 50db. I think in the 3rd game tick I am confusing my maths. What would be the best way of implementing this?

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  • How to transform mesh components?

    - by Lea Hayes
    I am attempting to transform the components of a mesh directly using a 4x4 matrix. This is working for the vertex positions, but it is not working for the normals (and probably not the tangents either). Here is what I have: // Transform vertex positions - Works like a charm! vertices = mesh.vertices; for (int i = 0; i < vertices.Length; ++i) vertices[i] = transform.MultiplyPoint(vertices[i]); // Does not work, lighting is messed up on mesh normals = mesh.normals; for (int i = 0; i < normals.Length; ++i) normals[i] = transform.MultiplyVector(normals[i]); Note: The input matrix converts from local to world space and is needed to combine multiple meshes together.

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • Implementing a wheeled character controller

    - by Lazlo
    I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet). My current implementation seems to sometimes glitch in between two parallel planes, and fails to climb 45 degree slopes. (YouTube videos in links, plane glitch is subtle). How can I fix it? From the textual description, I seem to be doing it right. Here is my implementation (it seems like a huge wall of text, but it's easy to read. I wish I could simplify and isolate the problem more, but I can't): public Body TorsoBody { get; private set; } public PolygonShape TorsoShape { get; private set; } public Body LegsBody { get; private set; } public Shape LegsShape { get; private set; } public RevoluteJoint Hips { get; private set; } public FixedAngleJoint FixedAngleJoint { get; private set; } public AngleJoint AngleJoint { get; private set; } ... this.TorsoBody = BodyFactory.CreateRectangle(this.World, 1, 1.5f, 1); this.TorsoShape = new PolygonShape(1); this.TorsoShape.SetAsBox(0.5f, 0.75f); this.TorsoBody.CreateFixture(this.TorsoShape); this.TorsoBody.IsStatic = false; this.LegsBody = BodyFactory.CreateCircle(this.World, 0.5f, 1); this.LegsShape = new CircleShape(0.5f, 1); this.LegsBody.CreateFixture(this.LegsShape); this.LegsBody.Position -= 0.75f * Vector2.UnitY; this.LegsBody.IsStatic = false; this.Hips = JointFactory.CreateRevoluteJoint(this.TorsoBody, this.LegsBody, Vector2.Zero); this.Hips.MotorEnabled = true; this.AngleJoint = new AngleJoint(this.TorsoBody, this.LegsBody); this.FixedAngleJoint = new FixedAngleJoint(this.TorsoBody); this.Hips.MaxMotorTorque = float.PositiveInfinity; this.World.AddJoint(this.Hips); this.World.AddJoint(this.AngleJoint); this.World.AddJoint(this.FixedAngleJoint); ... public void Move(float m) // -1, 0, +1 { this.Hips.MotorSpeed = 0.5f * m; }

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0/WIN32?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • Postgres: clear entire database before re-creating / re-populating from bash script

    - by Hoff
    hi folks, I'm writing a shell script (will become a cronjob) that will: 1: dump my production database 2: import the dump into my development database Between step 1 and 2, I need to clear the development database (drop all tables?). How is this best accomplished from a shell script? So far, it looks like this: #!/bin/bash time=`date '+%Y'-'%m'-'%d'` # 1. export(dump) the current production database pg_dump -U production_db_name > /backup/dir/backup-${time}.sql # missing step: drop all tables from development database so it can be re-populated # 2. load the backup into the development database psql -U development_db_name < backup/dir/backup-${time}.sql Many thanks in advance! Martin

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  • Drawing order in XNA

    - by marc wellman
    When manually setting the drawing order of game components by setting int DrawableGameComponent.DrawOrder can one use any integer numbers as long an order is defined like component1 = drawing order: 2 component2 = drawing order: 5 component3 = drawing order: 10 component4 = drawing order: 323 or do these integers have to be consecutive and starting with zero like component1 = drawing order: 0 component2 = drawing order: 1 component3 = drawing order: 2 component4 = drawing order: 3 ?

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  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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