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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Getting a texture from a renderbuffer in OpenGL?

    - by Rushyo
    I've got a renderbuffer (DepthStencil) in an FBO and I need to get a texture from it. I can't have both a DepthComponent texture and a DepthStencil renderbuffer in the FBO, it seems, so I need some way to convert the renderbuffer to a DepthComponent texture after I'm done with it for use later down the pipeline. I've tried plenty of techniques to grab the depth component from the renderbuffer for weeks but I always come out with junk. All I want at the end is the same texture I'd get from an FBO if I wasn't using a renderbuffer. Can anyone post some comprehensive instructions or code that covers this seemingly simple operation? EDIT: Linky to an extract version of the code http://dl.dropbox.com/u/9279501/fbo.cs Screeny of the Depth of Field effect + FBO - without depth(!) http://i.stack.imgur.com/Hj9Oe.jpg Screeny without Depth of Field effect + FBO - depth working fine http://i.stack.imgur.com/boOm1.jpg

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • Good practices in screen states management?

    - by DevilWithin
    I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current screen. Then, under certain events a StateManager is able to activate another Screen State, and the game screen changes as only the current State is rendered. On the activation of a new screen, effects like fading could be added, and also the same goes for its deactivation. This way a flow of screen could be made. By saying when A ends, B starts, allowing for complex animations etc. Toughts?

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • Why does my VertexDeclaration apparently not contain Position0?

    - by Phil
    I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the error: The current vertex declaration does not include all the elements required by the current vertex shader. Position0 is missing. Which makes absolutely no sense to me, as my VertexDeclaration is: public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); Which clearly contains the information. I am attempting to draw with the following lines: VertexBuffer vb = new VertexBuffer(GraphicsDevice, VertexPositionColorNormal.VertexDeclaration, c.VertexList.Count, BufferUsage.WriteOnly); IndexBuffer ib = new IndexBuffer(GraphicsDevice, typeof(int), c.IndexList.Count, BufferUsage.WriteOnly); vb.SetData<VertexPositionColorNormal>(c.VertexList.ToArray()); ib.SetData<int>(c.IndexList.ToArray()); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vb.VertexCount, 0, c.IndexList.Count/3); Where c is a Chunk class containing an 8x8x8 array of boxes. Full code is available at https://github.com/mrbaggins/Box/tree/ProperMeshing/box/box. Relevant locations are Chunk.cs (Contains the VertexDeclaration) and Game1.cs (Draw() is in Lines 230-250). Not much else of relevance to this problem anywhere else. Note that large commented sections are from old version of drawing.

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  • How to generate portal zones?

    - by Meow
    I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor can generate portal zones automatically with the user having to set the portals themselves only? For example, the Max Payne 1/2 engine ("Max-FX") only required to set the portal quads, unlike the C4 engine where you also have to explicitly set the portal zones.

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  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

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  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • How do I do random isometric paths?

    - by user406470
    I'm working on an Isometric city generator, and I am looking for a little push in the right direction. I'm looking to randomly generate roads on a isometric plane. I have never done pathfinding before, and I've googled it and didn't find any articles relating to what I am trying to do. Basically, my program generates a random isometric city and, I am hoping to add roads to that. Any help is appreciated!

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • How do I scroll in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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