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  • Pre baked fractures and explosion : I need an answer for C++

    - by Ken
    What are the prebaked or precomputed explosions or fractures from a programmer viewpoint ? I would like to know how to achieve this in C++ and how this things are usually considered (they are animations? textures?), it would be perfect if there will be some examples available or someone that can picture a broad view about this. I need to add a really small support for this in my code and i need an hint about how to start, i would like to do this on my own without other libraries.

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  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • Extremely simple online multiplayer game

    - by Postscripter
    I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, balance) is required. After some research I found a good java script (framework ??) called box2d.js I found the demo to be excellent. this is is kind of physics am looking for in my game. Now, what other frameworks will I need? Node.js?? Prototype.js?? (btw, I found the latest versoin of protoype.js to be released in 2010...?? is this still supported? Should I avoid using it?) What bout HTML 5 and Canvas? would I need them? websockets? Am a beginner in web programming + game programming world. but I will learn fast, am computer science graduate. (but no much web expeience but know essentionals javascript, html, css..). I just need a guiding path to build my game. Thanks

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  • Cookie/money/point clicker game origin?

    - by gavenkoa
    I can't find myself origin of Clicker like games. It's where the goal is to gain points through clicks and acquired enhancement. There's only one strategy in the game - deciding how efficiently spend point on enhancement (see formulas). I've seen many games like this, but it seems that most don't have a home page or have an unknown publisher. Some well known games of this type: Candy Box Cookie Clicker Cow Clicker Who is first implemented this idea (not only clicking but with investment model - when player must decide what improve to faster gather points)?

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  • Camera Shake in Unreal Engine 4?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I was wanting to know how to implement a third-person camera shake into my game, for use of the player sprinting, or crouching, etc. All I need is some tips on setting it up. I can figure the rest out.

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  • Using components in the XNA Game State Management example?

    - by Zolomon
    In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a very hard time trying to tie this up. I tried extending the GameScreen class by adding a public property of public List<DrawableGameCompnent> components { get; set; } and then add my components to that list when I initialize the current screen as well as looping over the components in the LoadContent, Update and Draw methods. However, this doesn't feel like the correct way to go - mainly because it doesn't work when I get to the implementation of my GameplayScreen. Any thoughts?

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  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • How can I make my game more popular without paying money?

    - by Marlon Drescher
    I am a game designer, software developer, composer and graphic artist and made the 3D Hack 'n Slay MMO Forgotten Elements on my own. It's playable at open Beta and will be released at the end of the year. I used Plain Old JAVA, JPCT 3D Engine, Tomcat Webserver and Blender 3D / Gimp to manage all the tasks. I developed the whole game from scratch. For me the hardest task in this challenge is probably the whole thing about marketing and advertisement. Because it is a independent project and I am the only person working on it, there is no money I could invest for making advertisement. But anyhow... How could it be possible to make this game more popular? What would you suggest me?

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • Finding inspiration / help for making up (weapon) names

    - by Rookie
    I'm really bad with words, especially with English words. Currently I'm struggling to make a good weapon names for my game, it needs to display the weapon functionality (weak/strong/fast/ballistic etc) correctly as well. For example the best weapon in a (futuristic) game cannot be called just with the name "Laser", it's just too boring, right? Are there any tools, websites or anything that helps me finding good names for weapons? (or anything else similar). I was thinking to use scientific names, but noticed that they are really hard to write, and they get very long, and I also lack information about science, I only know I could use the atomic sub-particles names in the weapons for example. How do I get started with becoming good with making up names? (this could apply in generally to any naming problems).

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  • Setting density for Android game

    - by Asghar
    I am developing an Android game, in which a ball (bitmap) translates( is in motion). So I have provided motion equations for the ball. I have checked my app on Samsung galaxy S2 whose actual density is roundly 252 dpi, and It works fine on that. So my question is that Does these motions of bitmaps in surfaceView, depends on actual density of phone( i.e 252 dpi for S2) or generalized density(i.e 240 dpi). I am confused whether if I run this app on 235 dpi smartphone, So will it have the same performance of motion as it is on Galaxy S2( with 252 dpi) or it would be little slow ? Any help will be appreciated.

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Black or White Border/Shadow around PNGs in SDL/OPENGL

    - by Dylan
    having the same issue as this: Why do my sprites have a dark shadow/line/frame surrounding the texture? however, when I do the fix suggested there (changing GL_SRC_ALPHA to GL_ONE) it just replaces the black border with a white border on the images, and messes with my background color and some polygons I'm drawing (not all of them weirdly) by making them much lighter... any ideas? heres some of my relevant code. init: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glAlphaFunc(GL_GREATER, 0.01); glEnable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); when each texture is loaded: glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, surface->w, surface->h, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

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  • OpenGL depth texture wrong

    - by CoffeeandCode
    I have been writing a game engine for a while now and have decided to reconstruct my positions from depth... but how I read the depth seems to be wrong :/ What is wrong in my rendering? How I init my depth texture in the FBO gl::BindTexture(gl::TEXTURE_2D, this->textures[0]); // Depth gl::TexImage2D( gl::TEXTURE_2D, 0, gl::DEPTH32F_STENCIL8, width, height, 0, gl::DEPTH_STENCIL, gl::FLOAT_32_UNSIGNED_INT_24_8_REV, nullptr ); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE); gl::FramebufferTexture2D( gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, this->textures[0], 0 ); Linear depth readings in my shader Vertex #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment (where the issue probably is) #version 150\n uniform sampler2D depth_texture; in vec2 uv_f; out vec4 Screen; void main(){ float n = 0.00001; float f = 100.0; float z = texture(depth_texture, uv_f).x; float linear_depth = (n * z)/(f - z * (f - n)); Screen = vec4(linear_depth); // It ISN'T because I don't separate alpha } When Rendered so gamedev.stackexchange, what's wrong with my rendering/glsl?

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  • Material usage, one per model or per object?

    - by WSkid
    Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller texture/material? Or does it depend on the target platform as to what is acceptable - ie PC vs tablet? An example: Say you have a typical house with a tiled roof. Model it, make sure everything is attached, unwrap the walls/roof so in your UV template the walls and roof would be in one texture file, side-by-side in say a 512x512 file. Model the roof/walls as separate objects, unwrap them individually and have two UV templates. You could then have a 256x256 file for each one.

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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • Units in tile world

    - by Vilzow
    I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x direction (or y direction) should correspond to 1 meter. Since I have a variable time step (android mobile game), I can't figure it out, since the timing and velocity always will be dependent of the device. So, is there any good way to make one tile to correspond 1 meter? This would be good, otherwise the physics implementation would later be weird.

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  • Why isn't my other two constant buffers being updated to the shader?

    - by Paul Ske
    I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation factor inside the hull shader. I believe the camera position isn't updating either because when I perform distance adaptation the far edges are more tessellated then the what's truly in front of the camera. I have all the buffers set to dynamic. Inside the render loop I have them set as: ID3D11Buffer *multiBuffers[3]; devcon->VSSetConstantBuffers(0,3,multiBuffers); ... devcon->DSSetConstantBuffers(0,3,multiBuffers); I only got that from a directX Sample. Inside the shader file I have the three cbuffer structs. cbuffer ConstantBuffer { float4x4 WorldMatrix; float4x4 viewMatrix; float4x4 projectionMatrix; float4x4 modelWorldMatrix; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } Am I missing something or would anyone know why wouldn't my buffers update to the shader file?

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

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