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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • How to draw texture to screen in Unity?

    - by user1306322
    I'm looking for a way to draw textures to screen in Unity in a similar fashion to XNA's SpriteBatch.Draw method. Ideally, I'd like to write a few helper methods to make all my XNA code work in Unity. This is the first issue I've faced on this seemingly long journey. I guess I could just use quads, but I'm not so sure it's the least expensive way performance-wise. I could do that stuff in XNA anyway, but they made SpriteBatch not without a reason, I believe.

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • what is the best way to use loops to detect events while the main loop is running?

    - by yao jiang
    I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random start and end are selected, then animation starts and it will try to get from start to end. My draw function is stupid as hell right now, it works as expected but I feel that I am doing it wrong. It'll draw everything to the end of the animation. I am also detecting events in there as well. What is a better way of implementing the draw function such that it will draw one "step" at a time while checking for events? animating = False; while loop: check events: if not animating: # space or enter press will choose random start/end coords if enter_pressed or space_pressed: start, end = choose_coords route = find_route(start, end) draw(start, end, grid, route) else: # left click == generate an event to block the path # right click == user can choose a new destination if left_mouse_click: gen_event() reroute() elif right_mouse_click: new_end = new_end() new_start = current_pos() route = find_route(new_start, new_end) draw(new_start, new_end, grid, route) # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = [];

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be png, jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan b (actually, I'm probably on plan 'e' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the api. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via jni (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

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  • Dynamic Dijkstra

    - by Dani
    I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no success. I've also tryed to find on the Internet but found nothing. A link to an article explaining the algorithm or even it's name will be good. Edit: Thanks everyone for answering. I managed to make algorithm of my own that runs in O(V+E) time, if anyone wishes to know the algorithm just say so and I will post it.

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • Convience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later

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  • music for an arcade game?

    - by user717572
    I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer length tracks (about 2 minutes), but when this is over, it's going to be repeated anyway, just like when you'd select a new level, you'd have to listen to the same beginning of the song again. I can't put an hour of music in my application, so what would you recommend I'd do for the music?

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • JMonkeyEngine display a spatial in a Nifty GUI interface

    - by Yanick Rochon
    I want to display a spatial (or the rendering of a spatial/scene) in my HUD interface. I'm really not sure how to go with this. I have search the documentation, but all the queries I search yields no result, and all I could find about images is that one can specify one with the setBackgroundImage method in the builder and setImage from the ImageRenderer class. The latter takes a String or a NiftyImage, but I'm not sure how to create one without loading an image file. Any help to understand this (if even possible) is appreciated. Thanks!

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