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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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  • What do you use to bundle / encrypt data?

    - by David McGraw
    More and more games are going the data driven route which means that there needs to be a layer of security around easy manipulation. I've seen it where games completely bundle up their assets (audio, art, data) and I'm wondering how they are managing that? Are there applications / libraries that will bundle and assist you with managing the assets within? If not is there any good resources that you would point to for packing / unpacking / encryption? This specific question revolves around C++, but I would be open to hear how this is managed in C#/XNA as well. Just to be clear -- I'm not out to engineer a solution to prevent hacking. At the fundamental level we're all manipulating 0's and 1's. But, we do want to keep the 99% of people that play the game from simply modifying XML files that are used to build the game world. I've seen plenty of games bundle all of their resources together. I'm simply curious about the methods they're using.

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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • effect and model vertex declaration compatibility

    - by Vodácek
    I have normal model drawing code. When I try to draw model without UV coordinates I got this exception: System.InvalidOperationException: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw( Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives( PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.ModelMeshPart.Draw() at Microsoft.Xna.Framework.Graphics.ModelMesh.Draw() ... I know what cause the exception, but is possible to avoid it? Is possible to check model before drawing it with current shader for vertex declaration compatibility?

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  • text extraction from video game dialogue files [on hold]

    - by wdwvt1
    As part of an academic project, I am trying to access the dialogue files (whether audio or text) from a variety of sports video games (Madden or NBA 2kX would be fantastic). I have searched extensively on other sites (scholarly text-mining publications, r/gaming, r/madden, modding sites, etc.) for guidance in how to extract dialogue files, but have been unsuccessful. Given that I don't have even the domain specific language to ask the right question (i.e. the resources I am seeking are out there, I just can't find them) I am asking the SE game dev community for help with the 2 following questions: Is there a canonical resource that I should study that would get me started with how to extract text or audio files from games? I am very fluent in python, which usually excels at mining information from sources, but I struggle with knowing where to start with a video game (as opposed to a more familiar database with a defined API). Is this even feasible, or are protections included with newer games (e.g. NBA 2k13) going to make extraction of these resources in a programmatic way impossible? Thank you for your help!

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  • Curiosity on any Smartphones that Run on Android 2.3.3 with Different Screen Reoslution

    - by David Dimalanta
    I have a question regarding about any smartphones that run only in Android 2.3.3. Is the size of screen or the screen resolution is always HVGA or does it have capable of running this OS (Android 2.3.3) on big screen size (4" to 5") at about 720x1280? I'm thinking of the game's compatibility depending on the version of the Android OS and the screen resolution, which affects the change of coordinates especially for assigning touch buttons and drag-n-drop at exact location, before I'm gonna decide to make one. My program works on the Android 4 ICS and Jellybean, however, will that work on Android 2.3.3 in spite of precise touch coordinate or just dependent on the screen resolution (regardless how large it is) as the X and Y coordinate? And take note, I'm using Eclipse IDE for Java developers.

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  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

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  • XNA 4.0 SpriteFont not displaying all Characters

    - by Iain Brown
    Am looking for a little help and trying to use SpriteFont in my XNA 4.0 game but the problem is am displaying to string "This is a test" but all that's displayed on the screen is "This is st" so the "a te" are missing from the screen. The space is there for the characters but the letters are not. The code am using is: spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.DrawString(font,"this is a test",new Vector2(692,372),Color.White); spriteBatch.Draw(texture,new Rectangle(0,0,100,100),Color.White); spriteBatch.End(); Any help with this would be great!

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  • Do leaderboard sets (in Game Center) allow 500 unique leaderboards?

    - by Korey Hinton
    The Game Kit Programming Guide for iOS claims: The number of different leaderboards allowed increases to 500 leaderboards per game when leaderboard sets have been enabled...Leaderboard sets offer developers the ability to combine several leaderboards into a single group. But their example (see image below) implies that a single leaderboard is placed into multiple leaderboard sets. Is that the only way to be able to use the full 500 leaderboards? by combining the same leaderboard into multiple sets? I want to be able to have 500 unique leaderboards that are not duplicated between sets. Is this possible?

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  • How to transform gameObjects in array?

    - by user1764781
    I have an array of available gameObjects in the scene. An array of GO should be transformed according to received floats through UDP connection. I know it is simple, but can't figure it out how to accomplish the transformation an array of GO according to received unique floats for each GO, any help will be appreciated. Here is a transformation floats, it might be helpful I guess: x =ReadSingleBigEndian(data, signalOffset); signalOffset+=4; y= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; z= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; alpha= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; theta= ReadSingleBigEndian(data,signalOffset); signalOffset+=4; phi= ReadSingleBigEndian(data,signalOffset); signalOffset+=4;

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  • Voice artist for a game for kids

    - by devmiles.com
    We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find anything that would make me sure that it would work for us or games in general. So I'm looking for references from those of you who had a successful collaboration with artists or studios. Any help would be appreciated.

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  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • How to give a ball a following texture trailing effect

    - by Evan Kohilas
    How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide) So far I have tried to create the effect by placing another graphic 2 pixels off the graphic, but I don't see the second ball being drawn. spriteBatch.Draw(ballTexture, ballPos, null, Color.White, 0.0f, new Vector2(Ballpos.X +2, ballPos.Y +2), ballSize, SpriteEffects.None, 0); Thanks.

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • How do I check on non-transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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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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  • XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

    - by adtither
    As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any idea what would be causing this? Let me know if you need anymore information related to code. I can upload my normals calculations and shader effect if required. EDIT: Here's a link to the shader I'm using http://pastebin.com/gymVc7CP Link to normals calculations: http://pastebin.com/KnMGdzHP Seems to be an issue with edge lighting. Can't seem to see where I'm going wrong with the normals calculations though.

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Rotate canvas along its center based on user touch - Android

    - by Ganapathy
    I want to rotate the canvas circularly on its center axis based on user touch. i want to rotate based on center but its rotating based on top left corner . so i am able to see only 1/4 for rotation of image. any idea.. Like a old phone dialer . I have tried like as follows onDraw(Canvas canvas){ canvas.save(); // do my rotation canvas.rotate(rotation,0,0); canvas.drawBitmap( ((BitmapDrawable)d).getBitmap(),0,0,p ); canvas.restore(); } @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); updateRotation(x,y); mPreviousX = x; mPreviousY = y; invalidate(); } private void updateRotation(float x, float y) { double r = Math.atan2(x - centerX, centerY - y); rotation = (int) Math.toDegrees(r); }

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