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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • Whats a good setup/toolchain for a project?

    - by acidzombie24
    I was thinking, what is needed for a good setup and what are good (free) tools to use? Some of what i came up with are Bug tracking Some good (distributed:P) source control (which means no svn fellas) automated nightly builds or a continuous integration (or anything that automates builds and possibly sends emails when there are build errors) wiki to document decisions, road map or milestones. Something to backup assets (art, sound, etc) What else? and do you have suggestions for any of the above? i pretty much clueless of all of these except for source control

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • In which directory to write game save files/data?

    - by Klaim
    I need a definite list of directories, one or more per platform, where to put game save files and other game generated data. Either based no the OS developer specification, or because it is common usage if there is no recommandation. Please provide one answer per platform, with different directories. Also, example of how to get the directory location in C++ or C is best, as it's the language you'll have more hard time. Locations: Player's game data (saved games, config). Shared game data (like high-score or config for all computer users). Temporary game data (aka cache directory).

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Square game map rendered as sphere

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

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  • forward motion car physics - gradual slow

    - by spartan2417
    Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow down gradually and then come to a stop. Im pretty sure this is easy code but i cant seem to get it to work the code - update if (Keyboard.GetState().IsKeyDown(Keys.Up)) { double elapsedTime = gameTime.ElapsedGameTime.Milliseconds; CalcTotalForce(); Acceleration = Vector2.Divide(CalcTotalForce(), MASS); Velocity = Vector2.Add(Velocity, Vector2.Multiply(Acceleration, (float)(elapsedTime))); Position = Vector2.Add(Position, Vector2.Multiply(Velocity, (float)(elapsedTime))); } added functions public Vector2 CalcTraction() { //Traction force = vector direction * engine force return Vector2.Multiply(forwardDirection, ENGINE_FORCE); } public Vector2 CalcDrag() { //Drag force = constdrag * velocity * speed return Vector2.Multiply(Vector2.Multiply(Velocity, DRAG_CONST), Velocity.Y); } public Vector2 CalcRoll() { //roll force = const roll * velocity return Vector2.Multiply(Velocity, ROLL_CONST); } public Vector2 CalcTotalForce() { //total force = traction + (-drag) + (-rolling) return Vector2.Add(CalcTraction(), Vector2.Add(-CalcDrag(), -CalcRoll())); } anyone have any ideas?

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • How can I select an audio output device in directshow

    - by Vibhore Tanwer
    I was wondering how I can select the output device for audio in directshow. I am able to get available audio output devices in directshow. But how can I make one of these to be audio output device. Its always going for the default audio device. I want to be able to output audio on my choice of device. I have been struggling through google but couldn't find anything useful. All I could get was this link but it doesn't really solve my problem. Any help will be really helpful for me.

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • How i can sign and/or group a specific set of vertices in a 3D file container like OBJ ? - in Blender

    - by user827992
    I would like to export a 3D model with each part having a name or a label if you will. For example i would like to export a model of an human body and name each part in specifics vertex groups like: left hand, right hand, right foot, head, ears, ... and you got the idea; so i can have a single 3D model that i can explode in various parts if needed. If there is a better technique about how to mark vertex groups in a 3D file please share your solution. As 3D editor i use Blender.

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