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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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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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  • How do I draw anti-aliased holes in a bitmap

    - by gyozo kudor
    I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried with clipping paths, and drawing with a transparent color using gfx.CompositingMode = CompositingMode.SourceCopy, but it gives me the same result. If I draw a circle with a solid color it works fine, but I need a hole, a circle with 0 alpha values. I have enabled these but they work only with solid colors: gfx.CompositingQuality = CompositingQuality.HighQuality; gfx.InterpolationMode = InterpolationMode.HighQualityBicubic; gfx.SmoothingMode = SmoothingMode.AntiAlias; In the two pictures consider black as being transparent. This is what I have (zoomed in): And what I need is something like this (made with photoshop): This will be just a visual effect, in code for collision detection I still treat everything with alpha 128 as solid. Edit: I'm usink OpenTK for this game. But for this question I think it doesn't really matter probably it is gdi+ related.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • Scrolling background stops after awhile?

    - by Lewis
    Can anyone tell me where my maths is wrong please, it stops scrolling after awhile. if (background.position.y < background2.position.y) { background.position = ccp(background.contentSize.width / 2, background.position.y - 50 * delta); background2.position = ccp(background.contentSize.width / 2, background.position.y + background.contentSize.height); } else { background.position = ccp(background2.contentSize.width / 2, background2.position.y - 50 * delta); background.position = ccp(background2.contentSize.width / 2, background2.position.y + background.contentSize.height); } //reset if (background.position.y <-background.contentSize.height / 2) { background.position = ccp(background.contentSize.width / 2 ,background2.position.y + background2.contentSize.height); } else if (background2.position.y < -background2.contentSize.height / 2) { background2.position = ccp(background2.contentSize.width / 2, background.position.y + background.contentSize.height); }

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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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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • How do I get the correct values from glReadPixels in OpenGL 3.0?

    - by NoobScratcher
    I'm currently trying to Implement mouse selection into my game editor and I ran into a little problem when I look at the values stored in &pixel[0],&pixel[1],&pixel[2],&pixel[3]; I get r: 0 g: 0 b: 0 a: 0 As you can see I'm not able to get the correct values from glReadPixels(); My 3D models are red colored using glColor3f(255,0,0); I was hoping someone could help me figure this out. Here is the source code: case WM_LBUTTONDOWN: { GetCursorPos(&pos); ScreenToClient(hwnd, &pos); GLenum err = glGetError(); while (glGetError() != GL_NO_ERROR) {cerr << err << endl;} glReadPixels(pos.x, SCREEN_HEIGHT - 1 - pos.y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pixel[0] ); cerr << "r: "<< (int)pixel[0] << endl; cerr << "g: "<< (int)pixel[1] << endl; cerr << "b: "<< (int)pixel[2] << endl; cerr << "a: "<< (int)pixel[3] << endl; cout << pos.x << endl; cout << pos.y << endl; } break; I use : WIN32 API OPENGL 3.0 C++

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • "has no motion" warnings

    - by Adam R. Grey
    When I reimport my project's Library, I get lots of warnings such as State combat.Ghoul Attack has no motion but I have no idea why. In this specific case, I looked up Ghoul Attack. Here's the state in which it appears, in the only animator controller that includes anything called Ghoul Attack: State: m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Ghoul Attack m_Speed: 1 m_CycleOffset: 0 m_Motions: - {fileID: 7400000, guid: 0db269712a91fd641b6dd5e0e4c6d507, type: 3} - {fileID: 0} m_ParentStateMachine: {fileID: 110708233} m_Position: {x: 492, y: 132, z: 0} m_IKOnFeet: 1 m_Mirror: 0 m_Tag: I thought perhaps that second one - {fileID: 0} was throwing up the warning incorrectly, so I removed it. There was no effect, I still get warnings about Ghoul Attack. So given that the only state I know of with that name does in fact have motion, what is this warning actually trying to tell me?

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  • How to proceed on the waypoint path?

    - by Alpha Carinae
    I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets longer as the object moves away from it.) I tried to visualize my problem. This is the beginning state. 'A' node is the target, path is the blue and the object is the green one. I draw this path, from object to the closest node. In this case my problem occurs. Because 'D' node is more closer to the object than 'C' node, something like this happens: So, how can i decide that the object passed the 'D' node? Path should be look like this: One thing comes to my mind is that I use some distance variables between the two closest nodes in the route path. (In this example these are 'C' and 'D' nodes.) As the object approaches 'C' and moves away from the 'D' node at the same time, this means character passed the 'D'. However, I think there are some standardized and easy ways to solve this. What approach should I take?

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  • Flickering when accessing texture by offset

    - by TravisG
    I have this simple compute shader that basically just takes the input from one image and writes it to another. Both images are 128/128/128 in size and glDispatchCompute is called with (128/8,128/8,128/8). The source images are cleared to 0 before this compute shader is executed, so no undefined values should be floating around in there. (I have the appropriate memory barrier on the C++ side set before the 3D texture is accessed). This version works fine: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord)); } Reading values from pong shows that it's just a copy, as intended. However, when I load data from ping with an offset: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord+ivec3(1,0,0))); } The data that is written to pong seems to depend on the order of execution of the threads within the work groups, which makes no sense to me. When reading from the pong texture, visible flickering occurs in some spots on the texture. What am I doing wrong here?

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • What is the proper way to maintain the angle of a gun mounted on a car?

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around, the angle of the gun changes. Not what I want.

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • How does Minecraft renders its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • Android Live Testing

    - by Matthew Dockerty
    I am making a game for android and in it I am using sensors which are not available in the emulator. At the moment I am connecting my device and transferring the apk, then installing to test but that is a pain to do, and I have gotten to the stage where I need to start logging values for debugging. I have gone into the run configs of my app and set it to prompt me to pick a device, but my device is never in the list when it is connected to my PC and I try to run it. How am I supposed to set it up to work properly? Thanks for the help.

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