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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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  • Safe zone implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't. What am I doing wrong? Here's my code: for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } } At ship's death: if(m_state == Ship_Dead && m_saveField==true) { --m_lifeSpan; } if(m_lifeSpan<=0 && m_saveField == true) { m_state = Ship_Alive; m_Vel = Vec2f(0,0); m_Pos.x = app::getWindowWidth()/2; m_Pos.y = app::getWindowHeight()/2; m_lifeSpan = 100; }

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • What is a good way to measure game virality?

    - by Chris Garrett
    I have added some social features to an iPhone game (Lexitect if you're curious), such as email, Twitter, and Facebook integration for sharing high scores. Along with these features, I am measuring how many times users make it to each step. The goal of these features are to make the game more viral, and I am trying to get to a measure of game virality. I would think that a game virality metric would produce a number based on 1.0, where 1.0 = zero viral growth, and 1.01 would represent 1% viral growth over some unit of time. How is virality normally measured, and in what units? How is time capped on the metric? i.e. if I gave each player a year to determine how many recommendations they make, I wouldn't get any real numbers for a year from the time I start tracking it. Are there any standards for tracking virality in a meaningful way?

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  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • Is there a way to export all the images of my tweening effect in Flash?

    - by Paul
    i'm using Flash to create the animation of my character in 2D (i'm just beginning). Is it possible to make a tween effect of a character, and then automatically export all the images/frames? So far, it's a bit fastidious : i create my tweening effect, then i put a keyframe for each frame i want to copy and paste, then i select the movieclips and shapes and copy and paste them into another flash document, i position those clips at the exact same location as the previous image, then i erase the previous image and export the image... For 30 frames! Is there any faster way? Thanks

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  • How to manage drawing loop when changing render targets

    - by George Duckett
    I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might not completely cover the ones below. I now have a problem where one GameScreen changes render targets while doing its rendering. Anything the previous screens have drawn to the backbuffer is lost (as XNA emulates what happens on the xbox). I don't want to just set the backbuffer to preserve its contents as I want this to work on the xbox as well as PC. How should I manage this problem? A few ideas I've had: Render every GameScreen to its own render target, then render them all to the backbuffer. Create some kind of RenderAction queue where a game screen (and anything else I guess) could queue something to be rendered to the back buffer. They'd render whatever they wanted to any render target as normal, but if they wanted to render to the backbuffer they'd stick that in a queue which would get processed once all rendertarget rendering was done. Abstract away from render targets and backbuffers and have some way of representing the way graphics flows and transforms between render targets and have something manage/work out the correct rendering order (and render targets) given what rendering process needs as input and what it produces as output. I think each of my ideas have pros and cons and there are probably several other ways of approaching this general problem so I'm interested in finding out what solutions are out there.

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • Cocos2d-x v3.1 for WinPhone 8 auto change texture after resumed from background

    - by Bình Nguyên
    I have some sprites in my game (for Windows Phone 8). These are my steps to reproduce the problem: Open game Play (this is an optional step) Press Windows button to send game to background Press Back button to resume game The problem is: After the game has resumed, some sprites exchange textures, some sprites go black (like there is no texture being bound). I'm using cocos2dx version 3.1.1. Can someone help me to solve this problem?

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • Trying to figure out SDL pixel manipulation?

    - by NoobScratcher
    Hello so I've found code that plots a pixel in an SDL Screen Surface : void putpixels(int x, int y, int color) { unsigned int *ptr = (unsigned int*)Screen->pixels; int lineoffset = y * (Screen->pitch / 4 ); ptr[lineoffset + x ] = color; } But I have no idea what its actually doing here this is my thoughts. You make an unsigned integer to hold the unsigned int version of pixels then you make another integer to hold the line offset and it equals to multiply by pitch which is then divided by 4 ... Now why am I dividing it by 4 and what is the pitch and why do I multiply it?? Why must I change the lineoffset and add it to the x value then equal it to colors? I'm soo confused.. ;/ I found this function here - http://sol.gfxile.net/gp/ch02.html

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • Collision detection code style

    - by Marian Ivanov
    Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles. Arrays vs. calling Make an array of broadphase checks, then filter them with narrowphase checks, then resolve them. function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ possibleCollisions = getPossibleCollisions(b,a->get(index)); for(i=0; i<possibleCollitionsNumber; i++){ if(narrowphase(possibleCollisions[i],a[index])) { collisions->push(possibleCollisions[i]); }; }; for(i=0; i<collitionsNumber; i++){ //CODE FOR RESOLUTION }; }; Make the broadphase call the narrowphase, and the narrowphase call the resolution function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ broadphase(b,a->get(index)); }; function broadphase(thingy * with, thingy * what){ while(blah){ //blahcode narrowphase(what,collidingThing); }; }; Events vs. in-the-loop Fire an event. This abstracts the check away, but it's trickier to make an equal interaction. a[index] -> collisionEvent(eventdata); //much later int collisionEvent(eventdata){ //resolution gets here } Resolve the collision inside the loop. This glues narrowphase and resolution into one layer. if(narrowphase(possibleCollisions[i],a[index])) { //CODE GOES HERE }; The questions are: Which of the first two is better, and how am I supposed to make a zero-sum Newtonian interaction under B1.

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Draw order in XNA

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

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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