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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • backface culling error (in world space)

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation (is it correct?). (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason? For better explanation i upload picture with cube rotation screenshots: http://imageshack.us/photo/my-images/842/bcmove.png/ UPDATED: The error occurs only when triangle has non-zero offset from origin UPDATED 2: If i process backface culling in clip space (after transforming all vertices with view and projection matrix), and just check z coordinate of triangle normal - it works perfect... Can i perform culing RIGHT BEFORE view/proj transforms? In this case looks like culling will not depends of projection and it's not right?.. UPDATED 3: I found answer and will post it in two hours - again coz of reputation lack.

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • Adding 'swerve' to a direction

    - by Skoder
    Hey. I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on vectors and such so I can use the direction and power information to shoot the ball with the correct velocity. What I don't understand is how the 'Swerve' information is used. What formula connects the Swerve information with the Direction and Power? (This is all in 2D) Thanks for any advice.

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  • Which opcodes are faster at the CPU level?

    - by Geotarget
    In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer Multiplication / Division Comparison Control flow Float Addition / Subtraction Float Multiplication / Division Where you need high-performance code, C++ can be hand optimized in assembly, to use SIMD instructions or more efficient control flow, data types, etc. So I'm trying to understand if the data type (int32 / float32 / float64) or the operation used (*, +, &) affects performance at the CPU level. Is a single multiply slower on the CPU than an addition? In MCU theory you learn that speed of opcodes is determined by the number of CPU cycles it takes to execute. So does it mean that multiply takes 4 cycles and add takes 2? Exactly what are the speed characteristics of the basic math and control flow opcodes? If two opcodes take the same number of cycles to execute, then both can be used interchangeably without any performance gain / loss? Any other technical details you can share regarding x86 CPU performance is appreciated

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  • Render graphics using Doubles in Graphics2D

    - by thedeadlybutter
    Currently, I have a JFrame for my game to render in, and I'm using Graphics2D for drawing (The games graphics are fairly simple 2D sprites). However, my delta variable is a double, and all of the Graphics 2D methods (And Grpahics) use int. I tried to type cast the delta to an int, but it just rounds down to 0. So my question is, how can I render graphics using Graphics2D in Java with coordinates that are doubles. Can I convert it to work with Graphics2D if there is no built in way? Or, is there a graphics library that can support doubles for coordinates?

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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  • How to move an object using X and Y coordinates in JavaScript

    - by Geroy290
    I am making a 2d game with JavaScript and HTML5 and am trying to move an image that I have drawn with JavaScript like so: //canvas var c = document.getElementById("gameCanvas"); var ctx = c.getContext("2d"); //baseball var baseball = new Image(); baseball.onload = function() { ctx.drawImage(baseball, 400, 425); }; baseball.src = "baseball2.png"; I'm not sure how I would move it though, I have seen many people seem to just type something like ballX and ballY but I don't understand where the actual x and y definition comes from. Here is my code so far: http://jsfiddle.net/xRfua/ I have a different image source but it is a local source so I couldn't include it. Thanks in a dvance for any help!

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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • Can I animate render targets or the swap chain?

    - by Eric F.
    I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple? All I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then set it as the next thing to display. I've never seen or heard about anybody doing this, but it seems so dead simple!

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  • How does one specify raster operations in XNA?

    - by Corey Ogburn
    I'm looking for a way to add a sprite using a particular logic operation (like XOR). I can't find anything on Google and I'm not sure where to look in the documentation. I've looked into SpriteBatch.Begin(...) and its Draw method and several options in the GraphicsDevice class, but I'm not recognizing anything capable of this. I'm still pretty new to XNA so I may just not have recognized the terminology to do this.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How to modify VBO data

    - by Romeo
    I am learning LWJGL so i can start working on my game. In order to learn LWJGL I got the idea to implement the map builder so I can get comfortable with graphics programming. Now, for the map creation tool I need to draw new elements or draw the old one's with different coordinates. Let me explain this: My game will be a 2D scroller. The map will be consisting of multiple rectangles ( 2 strip triangles). When I click my left-mouse button i want to start the rectangle and when I release it I want to stop the rectangle bottom-right at that position. As I want to use VBOs I want to know how to modify data inside the VBO based on user input. Should i have a copy of a vertex array and then add the whole array to the VBO at each user input? How is usually implemented the VBO update?

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  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on creating text based games in XNA but have had no luck. Could you please help me or guide me in the right direction of how to do this in XNA. All help will greatly be appreciated. Thanks

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  • AndEngine Foreground Sprite

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

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • How to implement explosion in OpenGL with a particle effect?

    - by Chan
    I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of randomly generate a collection of vectors with $(x, y, z)$ as origin, then draw some particle (glutSolidCube) which move along this vector for some period of time, says after 1000 updates, it disappear. Is this approach feasible? A minimal example would be greatly appreciated.

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • What 2D game engines are there available for C++?

    - by dysoco
    I just realized there are not C++ 2D Game Engines that I know of. For example, something like Pygame in Python, or Slick2D in Java. We have the following: SDL - Too low level, not a Game Engine SFML - Handles more things than SDL and it's more modern, but still not a Game Engine. I like it, but I have found it a little bit buggy with the 2.0 version. Irrlitch - It's a Game Engine, but 3D focused. Ogre3D - Same as Irrlitch Allegro - This is a Game Engine, but it's C based, I'd like a modern C++ library. Monocle Engine - This looks like what I need... but sadly there is no Documentation, no community... nothing, all I have is the Github repo. So, do you know any ? I'd like to use C++, not C#, not Java: I'm just more comfortable with C++.

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