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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Queueing up character actions

    - by TheBroodian
    I'm developing a 2D platformer with action-fighter elements. Currently things are working relatively smoothly but I'm having difficulty sorting something out. For the time, keeping my character's states and actions separated and preventing them from stepping on each others' toes is working out well and properly, but I would like to add a feature to my character to get him to behave a little bit more fluidly for the player. At the moment, he has numerous attacks and abilities that he can execute, all of them being executed with button presses. Here lies the problem: Being as everything is executed through button presses, while an action is in progress I flag the game to disregard further button presses until the action has completed. Therefore, consecutive actions cannot be performed until after the previous action has completed entirely. In runtime this behavior feels very icky, and very ungamelike. In games that rest most memorably at the forefront of my mind the player is able to execute button commands during the process of actions, and at the end of the current action, the following action is executed (seems like some sort of a queue system or something) Can anybody offer any guidance with this?

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  • 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);

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • What are good ways to find collaborators for a coding weekend?

    - by tarrasch
    Not sure if this belongs here, feel free to push it somewhere else if needed. When i was at university we would sometimes come together into a room full of beer and fast food and crank out software in a weekend. Unfortunately the group has kind of split up and its just not possible any more. My question is now: Where can i find like-minded people on the Internet that would like to do something like this? I have an idea what i wanted to do next, but of course other people have ideas too.

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • Collision 2D Quads

    - by Vico Pelaez
    I want to detect collision between two 2D squares, one square is static and the other one moves according to keyboard arrows. I have implemented some code, however nothing happens when they overlap each other and what I tried to achieve in the code was to detect an overlapping between them. I think I am either not understanding the concept really well or that because one of the squares is moving this is not working. Please I would really appreciate your help. Thank you! float x1=0.05 ,Y1=0.05; float x2=0.05 ,Y2=0.05; float posX1 =0.5, posY1 = 0.5; float movX2 = 0.0 , movY2 = 0.0; struct box{ int width=0.1; int heigth=0.1; }; void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } void quad1(){ glTranslatef(posX1, posY1, 0.0); glBegin(GL_POLYGON); glColor3f(0.5, 1.0, 0.5); glVertex2f(-x1, -Y1); glVertex2f(-x1, Y1); glVertex2f(x1,Y1); glVertex2f(x1,-Y1); glEnd(); } void quad2(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(movX2, movY2, 0.0); glBegin(GL_POLYGON); glColor3f(1.5, 1.0, 0.5); glVertex2f(-x2, -Y2); glVertex2f(-x2, Y2); glVertex2f(x2,Y2); glVertex2f(x2,-Y2); glEnd(); glPopMatrix(); } void reset(){ //Reset position of square??? movX2 = 0.0; movY2 = 0.0; collisionB = false; } bool collision(box A, box B){ int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; //Calculate the sides of box A leftA = x1; rightA = x1 + A.width; topA = Y1; bottomA = Y1 + A.heigth; //Calculate the sides of box B leftB = x2; rightB = x2 + B.width; topB = Y1; bottomB = Y1+ B.heigth ; if( bottomA <= topB ) return false; if( topA >= bottomB ) return false; if( rightA <= leftB ) return false; if( leftA >= rightB ) return false; return true; } float move_unit = 0.1; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: movY2 += move_unit; break; case GLUT_KEY_RIGHT: movX2 += move_unit; break; case GLUT_KEY_LEFT: movX2 -= move_unit; break; case GLUT_KEY_DOWN: movY2 -= move_unit; break; default: break; } glutPostRedisplay(); } void display(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); cuad1(); if (!collision) { cuad2(); } else{ reset(); } glFlush(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Collision Practice"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop(); }

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

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

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • sdl stencil buffer

    - by noddy
    I am trying to use the stencil buffer for rendering reflection and am working with SDL and OpenGL. When I give the command SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8),I get a return value of 0 indicating success,but when I try to get the size allocated using SDL_GL_GetAtribute( SDL_GL_STENCIL_SIZE,&i),I get a value of 0 for my stencil buffer due to which I am not getting the desired rendering. Can someone help me to correct my mistake? Is there some other initialization also required? Thanks

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  • how to organize rendering

    - by Irbis
    I use a deferred rendering. During g-buffer stage my rendering loop for a sponza model (obj format) looks like this: int i = 0; int sum = 0; map<string, mtlItem *>::const_iterator itrEnd = mtl.getIteratorEnd(); for(map<string, mtlItem *>::const_iterator itr = mtl.getIteratorBegin(); itr != itrEnd; ++itr) { glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, itr->second->map_KdId); glDrawElements(GL_TRIANGLES, indicesCount[i], GL_UNSIGNED_INT, (GLvoid*)(sum * 4)); sum += indicesCount[i]; ++i; glBindTexture(GL_TEXTURE_2D, 0); } I sorted faces based on materials. I switch only a diffuse texture but I can place there more material properties. Is it a good approach ? I also wonder how to handle a different kind of materials, for example: some material use a normal map, other doesn't use. Should I have a different shaders for them ?

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • Video playback in games - formats & decoding

    - by snake5
    What free / non-restrictive open-source solutions (not GPL) are available for decoding game videos? The requirements are simple: a relatively easy to use C API encoded files must be quite small there must be an application that converts videos from any format (whatever codec is installed on Windows or equivalent amount of internally decoded formats) decoding has to happen fairly quickly bonus points go to file formats that are popular / actively supported and developed

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • HTML5 Canvas Converting between cartesian and isometric coordinates

    - by Amir
    I'm having issues wrapping my head around the Cartesian to Isometric coordinate conversion in HTML5 canvas. As I understand it, the process is two fold: (1) Scale down the y-axis by 0.5, i.e. ctx.scale(1,0.5); or ctx.setTransform(1,0,0,0.5,0,0); This supposedly produces the following matrix: [x; y] x [1, 0; 0, 0.5] (2) Rotate the context by 45 degrees, i.e. ctx.rotate(Math.PI/4); This should produce the following matrix: [x; y] x [cos(45), -sin(45); sin(45), cos(45)] This (somehow) results in the final matrix of ctx.setTransform(2,-1,1,0.5,0,0); which I cannot seem to understand... How is this matrix derived? I cannot seem to produce this matrix by multiplying the scaling and rotation matrices produced earlier... Also, if I write out the equation for the final transformation matrix, I get: newX = 2x + y newY = -x + y/2 But this doesn't seem to be correct. For example, the following code draws an isometric tile at cartesian coordinates (500, 100). ctx.setTransform(2,-1,1,0.5,0,0); ctx.fillRect(500, 100, width*2, height); When I check the result on the screen, the actual coordinates are (285, 215) which do not satisfy the equations I produced earlier... So what is going on here? I would be very grateful if you could: (1) Help me understand how the final isometric transformation matrix is derived; (2) Help me produce the correct equation for finding the on-screen coordinates of an isometric projection. Many thanks and kind regards

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

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

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • How to apply a filter to the screen of a running program?

    - by Shahbaz
    The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a game that has a resolution of 640x480 and do: Increase the resolution to 1280x960 Apply a blur (low pass filter) Apply a sharpen (1 + high pass filter) These steps may not necessarily be the best to improve the visuals of an old game, but there are a lot of techniques that are well-known in image processing for this purpose. The question is, do the (NVidia) graphics cards give the ability to load a program that modifies the screen before sending it to the monitor? If so, how are they called and what terminology should I use to search? I would be comfortable with doing the programming myself if this ability is part of a library. Also, would the solution be different between Windows and Linux? If so, either is fine, since most of the games are probably runnable by wine.

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