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  • What is the best way to store meshes or 3d models in a class

    - by Robse
    I am wondering, how I should store my mesh into memory after loading it from whatever file. I have Questions floating in my head: Should a mesh could have sub meshes or does the 3d model just store a list of meshes all on the same level Is there one material assigned to one mesh 1:1? What do I have to consider, if I want to store skeletal animations? Btw it's a OpenGL|ES2 iOS game using GLKit. I came up with some basic struct types: (But I think they are way to simple and I need to add padding or change the vector3 to vector4.) typedef union _N3DShortVector2 { struct { short x, y; }; struct { short s, t; }; short v[2]; } N3DShortVector2; typedef union _N3DShortVector3 { struct { short x, y, z; }; struct { short r, g, b; }; struct { short s, t, p; }; short v[3]; } N3DShortVector3; typedef GLKVector3 N3DFloatVector3; typedef struct _N3DMeshRecordSV3 { N3DShortVector3 v1, v2, v3; } N3DMeshRecordSV3; typedef struct _N3DMeshRecordSV3FN3ST2 { N3DShortVector3 v1, v2, v3; N3DFloatVector3 n1, n2, n3; N3DShortVector2 t1, t2, t3; } N3DMeshRecordSV3FN3ST2;

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  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • How to add reflection definition to read JSON files in web game

    - by user3728735
    I have a game which I deployed for desktop and Android. I can read JSON data and create my levels, but when it comes to reading JSON files from web app, I get an error that logs, "cannot read the json file". I researched a lot and I found out that I should add my JSON config class to configurations, so I added this line to gameName.gwt.xml, which is in core folder: <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> But it did not work out. I have no idea where should I place this line or where I should change to make my web app work, so I can read JSON files.

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  • Splitting Pygame functionality between classes or modules?

    - by sec_goat
    I am attempting to make my pygame application more modular so that different functionalities are split up into different classes and modules. I am having some trouble getting pygame to allow me to draw or load images in secondary classes when the display has been set and pygame.init() has been done in my main class. I have typically used C# and XNA to accomplish this sort of behavior, but this time I need to use python. How do I init pygame in class1, then create an instance of class2 which loads and converts() images. I have tried pygame.init() in class 2 but then it tells me no display mode has been set, when it has been set in class1. I am under the impression i do not wnat to create multiple pygame.displays as that gets problematic I am probably missing something pythonic and simple but I am not sure what. How do I create a Display class, init python and then have other modules do my work like loading images, fonts etc.? here is the simplest version of what I am doing: class1: def __init__(self): self.screen = pygame.display.set_mode((600,400)) self.imageLoader = class2() class2: def __init__(self): self.images = ['list of images'] def load_images(): self.images = os.listdir('./images/') #get all images in the images directory for img in self.images: #read all images in the directory and load them into pygame new_img = pygame.image.load(os.path.join('images', img)).convert() scale_img = pygame.transform.scale(new_img, (pygame.display.Info().current_w, pygame.display.Info().current_h)) self.images.append(scale_img) if __name__ == "__main__": c1 = class1() c1.imageLoader.load_images() Of course when it tries to load an convert the images it tells me pygame has not been initialized, so i throw in a pygame.init() in class2 ( i have heard it is safe to init multiple times) and then the error goes to pygame.error: No video mode has been set

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  • Implementing lighting similar as in CubeWorld

    - by Phito
    I am currently writing a voxel engine and my goal is to achieve something looking like CubeWorld. The problem that I am encountering is about lighting. I don't have a lot of knowledge in OpenGL but I don't think lighting in a game like that should be done with glLight. But beside that I have no idea of how to implement it. Here's what I have for the moment (with glLight): Do you have any ideas/link that could give me an idea of how to achieve that? Thanks

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  • Any way to edit Warcraft MDX or MDL Animated models?

    - by Aralox
    I have been searching for a while for a way to get an animated mdl or mdx model into any 3D animating software (such as Blender), but so far have not had any success. I found a few methods of getting textured static mdx or mdl models into Blender/Milkshape/Hexagon, but no one seems to have written an importer that deals with the mdl/mdx model's keyframe animation. On that note, if anyone knows of a way of importing a keyframe-animated 3DS model into Blender, me and alot of people would appreciate it if you could let us know. Thanks for any help! :) PS: For anyone curious about static MDL or MDX - Blender, see here: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player step on Button-Tile when its true, it become false. If the player step on Button-Tile when its false, it become true. The problem is, when the player stand on (intersect) the Button-Tile, it will keep updating the condition. So, from true, it become false. Because its false and player intersect on it, it become true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and player can have a chance to change the Button to true or false. However, its not a solution I was looking for. Is there any other way to make it keep in False/True condition while the Player standing on it (The Button tile) ?

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  • Texture not rendering in correct order in xna 4?

    - by user1090751
    I am making a simple board game. In the game there is a fixed background called myTexture and others are textureGoat and textureTiger whicha are to be placed on top of the background(myTexture). But i am having problem that fourth and fifth component is not displaying however, the sixth component( i.e. myTexture) is appearing. Here is my code, please look at it protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Green); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); //placing tiger spriteBatch.Draw(textureTiger, new Rectangle(22, 25, 50, 50), Color.White);//first component spriteBatch.Draw(textureTiger, new Rectangle(22, 407, 50, 50), Color.White);//second component spriteBatch.Draw(textureTiger, new Rectangle(422, 25, 50, 50), Color.White);//third component spriteBatch.Draw(textureTiger, new Rectangle(422, 407, 50, 50), Color.White);//fourth component //placing goat spriteBatch.Draw(textureGoat, new Rectangle(125, 110, 50, 50), Color.White);//fifth component //placing background spriteBatch.Draw(myTexture, new Rectangle(0, 0, 500, 500), Color.White);//sixth component spriteBatch.End(); base.Draw(gameTime); }

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • LWJGL GL_QUADS texture artifact

    - by Dajgoro Labinac
    I managed to get working lwjgl in Java, and i loaded a test image(tv test card), but i keep getting weird artifacts outside the image. Image link: http://tinypic.com/r/vhv9g/6 Code: glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(10, 10); glTexCoord2f(1, 0); glVertex2i(500, 10); glTexCoord2f(1, 1); glVertex2i(500, 500); glTexCoord2f(0, 1); glVertex2i(10, 500); glEnd(); What could be the cause?

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Auto-organized / smart inventory system?

    - by VeXe
    for the past week I've been working on an inventory system with Unity3D. At first I got help from the guys at Design3 but it wasn't too long till we split path, because I really didn't like the way they did their code, it didn't have any smell of OOP whatsoever. I took it further steps ahead - items take more than one slot, advanced placement system (items tries their best to find the best close fit), local mouse system (mouse gets trapped in active bag area), etc. Here's a demo of my work. What we would like to have in our game, is an auto-organizing feature - not auto-sort. We want this feature because our inventory's going to be in 'real-time' - not like in Resident Evil 1,2,3 etc where you would pause the game and do things in your inventory. Now imagine your self in a sticky situation surrounded by zombies, and you don't have bullets, you look around, you see that there are bullets nearby on the ground, so you go for them and try to pick them up, but they don't fit! you look at your inventory and find out that if you reorganize some of the items, it will fit! - now the player - in that situation doesn't have time to reorganize because he's surrounded with zombies and will die if he stops and organizes the inventory to make space (remember inventory in real-time, no pausing) - wouldn't it be nice for that to happen automatically? - Yes! (I believe this has been implemented in some games like Dungeon siege or something, so sure it's doable) take a look at this picture for example: Yes, so if you auto-sort the issue you will get your spaces but it's bad because: 1- Expensive: it doesn't need a whole sort operation to free those spaces, in the first picture, just slide the red item at the bottom to the very left, and you get the same spaces that you got from the auto-sort. 2- It's annoying to the player: "Who the F told you to re-order my stuff?" I'm not asking for "How to write the code" for this, I'm just asking for some guidance, where to look, what algorithms are involved? Is this something related to graphs and shortest path stuff? I hope not cuz I didn't manage to continue my college studies :/ But even if it is, just tell me and I will learn the stuff related. Notice there could be more than just one solution. So I guess the first thing I have to do is figure out if the situation is 'solvable' - if I know how to determine if a situation is solvable or not, then I can 'solve' it. I just need to know the conditions that makes it 'solvable'. And I believe there must be some algorithm/data structure for this. Here's a pic for more than one solution of trying to fit a 1x3 item: The arrows show just one of the solutions, but if you look you will find more than one. This is what I ultimately not auto-sorting but find a solution and applying it. Note that if I spend time on it I will come up with a way to solve it, but it wouldn't be the best way, it's like, holding a car wheel with your feet instead of your hands! XD Or just like trying to solve an issue that requires arrays, but you're not yet aware of their existence! So what is the right approach to this? Hope somebody helps, thanks a lot in advance :)

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  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • Bending of track in a racing game

    - by caius
    I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point. My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'. My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else. Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve? I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game. I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.

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