Search Results

Search found 25550 results on 1022 pages for 'mere development'.

Page 510/1022 | < Previous Page | 506 507 508 509 510 511 512 513 514 515 516 517  | Next Page >

  • 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

    Read the article

  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

    Read the article

  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

    Read the article

  • Normalizing the direction to check if able to move

    - by spartan2417
    i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this so please bare with me. I believe the way to do this is to calculate the direction and distance to the wall from the camera and then normalize the directions. However i can only get this far before i dont know what to do. I think you should work out the angle and direction your facing? where _dx and _dz is the small buffer in front of the camera. float CalcDirection(float Cam_x, float Cam_z, float Wall_x, float Wall_z) { //Calculate direction and distance to obstacle. float ob_dirx = Cam_x + _dx - Wall_x; float ob_dirz = Cam_z + _dz - Wall_z; float ob_dist = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); //Normalise directions float ob_norm = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); ob_dirx = (ob_dirx)/ob_norm; ob_dirz = (ob_dirz)/ob_norm; can anyone explain in laymen's terms how i work out the angle?

    Read the article

  • 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;

    Read the article

  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

    Read the article

  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

    Read the article

  • Sprite Body can not stop

    - by Diken
    Hey i have issue regarding jump sprite body. In my code i am using moveLeft and moveRight Button and when i am press moveRight Button using following code if (moveRight.active==YES) { b2Vec2 force=b2Vec2(4,0); ballBody->SetLinearVelocity(force); } Its move perfectly and When i release this Button than sprite body stop using following code else { b2Vec2 force=b2Vec2(0,0); ballBody->SetLinearVelocity(force); } But when i put this else part then jump can not done. My jump code is following if (jumpSprite.active==YES) { NSLog(@"Jump Sprite"); b2Vec2 locationWorld; locationWorld=b2Vec2(0.0f,4.0f); double force=ballBody->GetMass(); ballBody->ApplyLinearImpulse(force*locationWorld, ballBody->GetWorldCenter()); } If i remove else part then jump will perform complete but sprite body can not stop after release button. So what to do?? Thanks in advance

    Read the article

  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

    Read the article

  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

    Read the article

  • Command Pattern refactor for input processing?

    - by Casey
    According to Game Coding Complete 4th. ed. processing input via the following is considered unmanagable and inflexible. But does not show an example. I've used the Command pattern to represent GUI button commands but could not figure out how to represent the input from the keyboard and/or mouse. if(g_keyboard->KeyDown(KEY_ESC)) { quit = true; return; } //Processing if(g_keyboard->KeyDown(KEY_T)) { g_show_test_gateway = !g_show_test_gateway; } if(g_mouse->ButtonDown(a2de::Mouse::BUTTON2)) { g_selected_part = GWPart::PART_NONE; SetMouseImageToPartImage(); } ResetButtonStates(); g_prevButton = g_curButton; g_curButton = GetButtonHovered(); if(g_curButton) { g_mouse->SetImageToDefault(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1) || g_mouse->ButtonPress(a2de::Mouse::BUTTON1)) { ButtonPressCommand curCommand(g_curButton); curCommand.Execute(); } else if(g_mouse->ButtonUp(a2de::Mouse::BUTTON1)) { if(g_prevButton == g_curButton) { ButtonReleaseCommand curCommand(g_curButton); curCommand.Execute(); if(g_curButton->GetType() == "export") { ExportCommand curCommand(g_curButton, *g_gateway); curCommand.Execute(); } } else { ResetButtonStates(); } } else { ButtonHoverCommand curCommand(g_curButton); curCommand.Execute(); } } else { g_status_message.clear(); SetMouseImageToPartImage(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1)) { CreatePartCommand curCommand(*g_gateway, g_selected_part, a2de::Vector2D(g_mouse->GetX(), g_mouse->GetY())); curCommand.Execute(); } }

    Read the article

  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

    Read the article

  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

    Read the article

  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

    Read the article

  • 2D Ragdoll - should it collide with itself?

    - by Axarydax
    Hi, I'm working on a ragdoll fighting game as a hobby project, but I have one dilemma. I am not sure if my ragdoll should collide with itself or not, i.e. if ragdoll's body parts should collide. 2D world is somewhat different than 3D, because there are several layers of stuff implied (for example in Super Mario you jump through a platform above you while going up). The setup I'm currently most satisfied with is when only the parts which are joined by a joint don't collide, so head doesn't collide with neck, neck with chest, chest with upper arm etc, but the head can collide with chest, arms, legs. I've tried every different way, but I'm not content with either. Which way would recommend me to go?

    Read the article

  • 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) ?

    Read the article

  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

    Read the article

  • How do I make a simple level system?

    - by ROROX
    I've been learning programming for a while and things are slow but steady. I only have a couple experiments that look something like a game (JavaScript,HTML5,CANVAS). One of the things I would like to establish this early in my process though is a basic level system to my games. I'm thinking like Atari, NES type simple. mainMenu , level1 , level2 , ... Later I'll work on including such screens as; titleScreen , pause , highScore. But for now just looking for the basics. Any good articles/tutorial links would help. Or just a snippet of code I can look over. Thank you kindly :)

    Read the article

  • 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.

    Read the article

  • Most effective marketing strategy to promote a casual iOS game?

    - by user1114968
    So I posted this on another forum yesterday but that forum got suspended for malware so gotta wait for the webmaster to fix the site. Here's the basics: We've released a press release through PRMac that included a video review. Submitted and followed up on all the big iOS review sites. None of them replied back with interest. A lot of them just told me that their editors are volunteers who will review games that are "interesting to their readers" and that they would put my app "into consideration" The only site that reviewed our app and promoted virally was iPhoneAppReview.com which we paid. We promoted on the top iOS forums We are now doing in-app advertising through inMobi and are integrating the SDK code into our app to start doing Tapjoy We posted up our gameplay videos on YouTube Any marketing strategies that anyone can suggest or recommend that we haven't used yet? If anyone wants to try out our game and give feedback on the game or the site or anything, that would be great! Our target countries are Japan, China, and the US.

    Read the article

  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

    Read the article

  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

    Read the article

< Previous Page | 506 507 508 509 510 511 512 513 514 515 516 517  | Next Page >