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  • Proper way to use a RenderTarget2D to draw multiple textures?

    - by TheBroodian
    In the process of trying to resolve a split screen issue, I've been trying to use a RenderTarget2D to draw a portion of my scene to a Texture2D, and then again to another Texture2D, but the end result of both Texture2D's is coming out the same. Can anybody tell me what I'm doing wrong? Texture2D camera1Render; Texture2D camera2Render; GraphicsDevice.SetRenderTarget(RenderTarget); GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera1, new Location(0, 0), false); camera1Render = RenderTarget; GraphicsDevice.Clear(Color.Transparent); map.Draw(mapDisplayDevice, Camera2, new Location(0, 0), false); camera2Render = RenderTarget; SetRenderTarget(null);

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  • How do I create a third Person View using DXUTCamera in DX10?

    - by David
    I am creating a 3d flying game and using DXUTCamera for my view. I can get the camera to take on the characters position, But I would like to view my character in the 3rd person. Here is my code for first person view: //Put the camera on the object. D3DXVECTOR3 viewerPos; D3DXVECTOR3 lookAtThis; D3DXVECTOR3 up ( 5.0f, 1.0f, 0.0f ); D3DXVECTOR3 newUp; D3DXMATRIX matView; //Set the viewer's position to the position of the thing. viewerPos.x = character->x; viewerPos.y = character->y; viewerPos.z = character->z; // Create a new vector for the direction for the viewer to look character->setUpWorldMatrix(); D3DXVECTOR3 newDir, lookAtPoint; D3DXVec3TransformCoord(&newDir, &character->initVecDir, &character->matAllRotations); // set lookatpoint D3DXVec3Normalize(&lookAtPoint, &newDir); lookAtPoint.x += viewerPos.x; lookAtPoint.y += viewerPos.y; lookAtPoint.z += viewerPos.z; g_Camera.SetViewParams(&viewerPos, &lookAtPoint); So does anyone have an ideas how I can move the camera to the third person view? preferably timed so there is a smooth action in the camera movement. (I'm hoping I can just edit this code instead of bringing in another camera class)

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • Stop a rotating object at a specified angle?

    - by Krummelz
    I'm working in JavaScript with HTML5 and the canvas. I have an object which is rotating at a certain speed, and I need the object's rotation to slow down gradually and the front of the object to stop at a specified angle. (I'm using radians, not degrees.) I have a variable to keep track of the angle which the object is facing, as it rotates. How would I go about getting the object to come to rest, facing the direction I want it to?

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Drawing of a huge model - How to regain performance?

    - by marc wellman
    I have a huge model I want to draw in my XNA application but because of its size I am experiencing a tremendous loss of performance. The model has about ~50 000 000 edges and has a size on disk of 205 MB in DirectX Format. Please don't ask whether this model has to be that big - yes it has! Is there a way to transfer the model directly to my GPU in order to let the GPU do the drawing like when transferring a VertexBuffer like this: graphicsDevice.Vertices[1].SetSource(_instanceBuffers[i], 0, _sizeofMatrix); because when I try to fill a vertexBuffer with all the vertices I am getting a OutOfMemoryException.

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  • How to find the window size in XNA

    - by Nick Van Hoogenstyn
    I just wanted to know if there was a way to find out the size of the window in XNA. I don't want to set it to a specific size; I would like to know what dimensions it currently displays as automatically. Is there a way to find this information out? I realize I probably should have found this information out (or set it myself manually) before working on the game, but I'm a novice and am now hoping to work within the dimensions I have already become invested in. Thanks!

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

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  • Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

    - by Athix
    In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma correction in order to negate the desired effect. Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a challenge? (the darkness) I'd imagine if you could reliably retrieve the current gamma correction of the user's monitor, you could use that to more or less prevent the advantage it would otherwise grant without causing the normal users any inconvenience.

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  • Playing part of a sfx audio file in HTML5 using WebAudio

    - by Matthew James Davis
    I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an audio file. More specificially, I've created a dictionary { 'sword_hit': { src: 'sfx.ogg', start: 265, // ms length: 212 // ms } } that my play_sound() function can use to look up 'sword_hit' and play the correct audio file at the correct start time for the correct duration. I simply need to know how to tell the WebAudio API to start playing at start ms and only play for length ms.

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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