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  • using heightmap to simulate 3d in an isometric 2d game

    - by VaTTeRGeR
    I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel and its depthmap to the depthmap of the already drawn background to determine if it gets drawn or not. Are there any tutorials on how to do this, is this a common problem? It would already be awesome if somebody knows the names of the Opengl commands so that i can go through some general tutorials on that. greets! Great 2.5d engine with the needed effect, pls go to the last 30 seconds Edit, just realised, that my question wasn't quite clear expressed: How can i tell Opengl to compare the existing depthbuffer with an grayscale texure, to determine if a pixel should get drawn or not?

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  • OpenGL 2D Rasterization Sub-Pixel Translations

    - by Armin Ronacher
    I have a tile based 2D engine where the projection matrix is an orthographic view of the world without any scaling applied. Thus: one pixel texture is drawn on the screen in the same size. That all works well and looks nice but if the camera makes a sub-pixel movement small lines appear between the tiles. I can tell you in advance what does not fix the problem: GL_NEAREST texture interpolation GL_CLAMP_TO_EDGE What does “fix” the problem is anchoring the camera to the nearest pixel instead of doing a sub-pixel translation. I can live with that, but the camera movement becomes jerky. Any ideas how to fix that problem without resorting to the rounding trick I do currently?

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Smooth Camera Zoom Factor Change

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

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • GUI for DirectX

    - by DeadMG
    I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would rather not write (and debug) myself, and their need to keep a C-compatible API is definitely a big downside. I'd rather look at UI libs that are designed to be integrated into an existing DirectX-based system, rather than forming the basis of a system. Any recommendations?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Increasing speed of circle over time as linear with Box2d

    - by Whispered
    Assume that there is a circle and it can be moved by using keyboard arrows.Is required that increasing speed over time like increasing car speed. For example; max speed is 25 and time to reach max speed shall be 5 sec. Over 5 sec the speed will reach to max speed. Does Box2d handle that situation?. I tried setting linear valocity but it seems to make the circle have constant speed instead of increased speed over time. Thank You! Note: I'm using Box2DWeb Javascript port of Box2D.

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  • How can i run my .LÖVE game directly from the lua interpreter?

    - by jonathan
    I've just started with LOVE and LUA , i'm interested in LOVE because i want to play around with something different from my dayjob(i'm a webdeveloper) and since it uses LUA and is interpreted , i though it would be a great way to try out the API. but i couldn't find how to run my .LÖVE game directly from the lua interpreter? i'm finding it bothersome to package the game each time i make a little test with the API. since i couldn't find the answer i'm asking, but maybe i'm serching for the wrong terms, if this it is a simple matter like "import the library" or set the global, i'll gladly remove my question.

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • AndEngine Foreground Sprite

    - by McGrey
    I'm developing an Android game and have some troubles: I want to add some foreground sprites, that must obstruct my player. Se the following example: Its a screenshot from "Shinobi 3". We can see the player, the enemy, the background and two foreground trees, that hide the player's arm and part of the enemy. I'm using AndEngine GLES2 Anchor Center and I am trying to add a new layer to my scene. Sprite Forest = new Sprite(getWidth() * 0.5f, textureHeightForest * 0.5f + 100, ResourcesManager.getInstance().foreground_forest_region, vbom); Entity foregroundLayer = new Entity(); foregroundLayer.attachChild(hillFurthest); attachChild(foregroundLayer); But it still shows behind my player sprite. I am trying to find something in HUD-class (it's always shown in the foreground), but got no results. Can anyone help please?

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

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  • SFML 2.0 Too Many Variables in Class Preventing Draw To Screen

    - by Josh
    This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be easier understood showing the code and output. Code for good draw output: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; //int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: Code for missing draw: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: As you can see, all I do is un-comment the protected array and most of the pegs are gone from the right hand side. I have checked and made sure that I didn't accidentally created a variable with that name already. I haven't used it anywhere. Why does it not draw the remaining pegs as it should? My only thought is that maybe I am declaring too many variables for the class, but that doesn't really make sense to me. Any thoughts and help is greatly appreciated.

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • SRV from UAV on the same texture in directx

    - by notabene
    I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in normal graphic pipeline. But it doesnt work, texture is not visible. Texture is ok, when i save it file it is what i expect. Texture rendering is ok too, when i render another SRV, it is ok. So problem is only in UAV-SRV. I also triple checked if pointers are ok. Please help, i'm getting mad about this. Here is some code: //before dispatch D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory( &textureDesc, sizeof( textureDesc ) ); textureDesc.Width = xr; textureDesc.Height = yr; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE ; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; D3D->CreateTexture2D( &textureDesc, NULL, &pTexture ); D3D11_UNORDERED_ACCESS_VIEW_DESC viewDescUAV; ZeroMemory( &viewDescUAV, sizeof( viewDescUAV ) ); viewDescUAV.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; viewDescUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; viewDescUAV.Texture2D.MipSlice = 0; D3DD->CreateUnorderedAccessView( pTexture, &viewDescUAV, &pTextureUAV ); //the getSRV function after dispatch. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ; ZeroMemory( &srvDesc, sizeof( srvDesc ) ); srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; D3DD->CreateShaderResourceView( pTexture, &srvDesc, &pTextureSRV);

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  • Smooth pixels while rotating sprite

    - by goodm
    I just started with andengine, so this maybe gonna be silly question. How to make my sprites more smooth while I rotate them? Or maybe it because this is screenshot from tablet? Thanks JohnEye it works: Just need to change my BitmapTextureAtlas from: BitmapTextureAtlas carAtlas = new BitmapTextureAtlas(this.getTextureManager(),100, 63); to: BitmapTextureAtlas carAtlas = new BitmapTextureAtlas(this.getTextureManager(),100, 63, TextureOptions.BILINEAR);

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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