Search Results

Search found 26774 results on 1071 pages for 'distributed development'.

Page 514/1071 | < Previous Page | 510 511 512 513 514 515 516 517 518 519 520 521  | Next Page >

  • How to acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

    Read the article

  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

    Read the article

  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

    Read the article

  • how to avoid flickering in awt [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

    Read the article

  • Non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names? (I have no idea what to tag this as. I went with game-design because I needed at least 1 tag and I don't have rep to create new ones yet.)

    Read the article

  • Making a clone of a game legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of starcraft. Change the artwork, sound, music, change the names of units. However, leave the unit hitpoints unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words is copying the unit hp, dmg, etc. considered illegal even if everything else is changed.

    Read the article

  • 2D Polygon Triangulation

    - by BleedObsidian
    I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple fixtures for the body. My question is, How can I split the polygons a user creates into smaller polygons for JBox2D? Also, what topology should I use when splitting the polygons and why? (If JBox2D can have up to 8 vertices, why not split polygons into 8 per polygon)

    Read the article

  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

    Read the article

  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

    Read the article

  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

    Read the article

  • GLSL, all in one or many shader programs?

    - by stjepano
    I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, some materials have ambient occlusion map, some have specular map and bump map etc. Is it better to support everything in one vertex/fragment shader pair or is it better to create many vertex/fragment shaders and select them based on currently selected material? What is the usual shader strategy in OpenGL or D3D?

    Read the article

  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

    Read the article

  • Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

    - by Raptormeat
    I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do some custom blending- when the destination color is dark, do one thing; when it is light, do another). It looks like I'll need to create multiple render targets and render back and forth between them. What's the best way to do this? Create my own render textures, use them, and then copy the final result into the back buffer. Create multiple back buffers, render between them, and then present the last one that was rendered to. Create one render texture, and one back buffer, render between them, and just ensure that the back buffer is the final target rendered to I'm not sure which of these is possible, and if there are any performance issues that aren't obvious. Clearly my preference would be to have 2 rather than 3 default render targets, if possible.

    Read the article

  • Correct way to use Farseer Physics in XNA

    - by user1640602
    I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects. Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache. So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject. Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game? If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

    Read the article

  • How to check battery usage of an iPhone/Android app?

    - by Gajoo
    I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed using Cocos2d or the ones you develop directly using OpenGL? How should you profile them? In general what should you profile? or Should I simply run the application and wait for it's battery to run out?

    Read the article

  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

    Read the article

  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

    Read the article

  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

    Read the article

  • Dealing with multiple animation state in one sprite sheet image using html5 canvas

    - by Sora
    I am recently creating a Game using html5 canvas .The player have multiple state it can walk jump kick and push and multiple other states my question is simple but after some deep research i couldn't find the best way to deal with those multiple states this is my jsfiddle : http://jsfiddle.net/Z7a5h/5/ i managed to do one animation but i started my code in a messy way ,can anyone show me a way to deal with multiple state animation for one sprite image or just give a useful link to follow and understand the concept of it please .I appreciate your help if (!this.IsWaiting) { this.IsWaiting = true; this.lastRenderTime = now; this.Pos = 1 + (this.Pos + 1) % 3; } else { if (now - this.lastRenderTime >= this.RenderRate) this.IsWaiting = false; }

    Read the article

  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

    Read the article

  • Collision detection of player larger than clipping tile

    - by user1306322
    I want to know how to check for collisions efficiently in case where the player's box is larger than a map tile. On the left is my usual case where I make 8 checks against every surrounding tile, but with the right one it would be much more inefficient. (picture of two cases: on the left is the simple case, on the right is the one I need help with) http://i.stack.imgur.com/k7q0l.png How should I handle the right case?

    Read the article

  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

    Read the article

  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

    Read the article

  • Making a startscreen for an HTML5 game?

    - by hustlerinc
    How would I make a start screen for a game using HTML5 canvas? I'm not looking for something advanced, just the new game button and highscore link etc. The question might be stupid, but I've never done anything similar, and the tutorials out there don't cover the subject. Is it enough to just make a fillText with an onclick function? Is there a way to find out the size of the text? Help appreciated.

    Read the article

  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

    Read the article

< Previous Page | 510 511 512 513 514 515 516 517 518 519 520 521  | Next Page >