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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Java 2D World question

    - by Munkybunky
    I have a 2D world background made up of a Grid of graphics, which I display on screen with a viewport (800x600) and it all works. My question is I have the following code to convert the mouse co-ordinates to world co-ordinates then World co-ordinates to grid co-ordinates then grid co-ordinates to screen co-ordinates. //Add camerax to mouse screen co-ords to convert to world co-ords. int cursorx_world=(int)camerax+(int)GameInput.mousex; int cursorx_grid=(int)cursorx_world/blocksize; // World Co-ords / gridsize give grid co-ords int cursorx_screen=-(int)camerax+(cursorx_grid*blocksize); So is there anyway I can convert straight from mouse screen co-ords to screen co-ordinates?

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  • Climbing boxes in box2D

    - by Rothens
    I've just stepped into the world of Box2D with libgdx. I've already made a stack of boxes: They are dropped randomly ontop of each other. What I'd like to achieve is to make a character, that could freely climb on the boxes, (He can grip on the boxes anywhere, not just on the side/top of a box) but his weight affects the stack as well, so the boxes could fall down. My google-fu failed me... Is there any way to make this possible?

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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

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

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • How to add reflection definition to read json files on web game

    - by user3728735
    I have a game which I deployed for desktop and android, I can read json data and create my levels, but the problem is, when it comes to reading json files from web app, I get an error that logs, cannot read the json file, I researched a lot and I found out that I should add my json config class to configurations, I added this line to gameName.gwt.xml, which is in core folder <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> but it did not work out too, I have no idea where should I place this line, or where should I change to make my web app work, so I can read json files

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • Drawing Grid in 3D view - Mathematically calculate points and draw line between them (Not working)

    - by Deukalion
    I'm trying to draw a simple grid from a starting point and expand it to a size. Doing this mathematically and drawing the lines between each point, but since the "DrawPrimitives(LineList)" doesn't work the way it should work, And this method can't even draw lines between four points to create a simple Rectangle, so how does this method work exactly? Some sort of coordinate system: [ ][ ][ ][ ][ ][ ][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.0][ ][0.0][ ][2.0][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][ ][ ][ ][ ][ ][ ] I've checked with my method and it's working as it should. It calculates all the points to form a grid. This way I should be able to create Points where to draw line right? This way, if I supply the method with Size = 2 it starts at 0,0 and works it through all the corners (2,2) on each side. So, I have the positions of each point. How do I draw lines between these? VerticeCount = must be number of Points in this case, right? So, tell me, if I can't supply this method with Point A, Point B, Point C, Point D to draw a four vertice rectangle (Point A - B - C - D) - how do I do it? How do I even begin to understand it? As far as I'm concered, that's a "Line list" or a list of points where to draw lines. Can anyone explain what I'm missing? I wish to do this mathematically so I can create a a custom grid that can be altered.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Creating a steady rhythm for music-based game in XNA

    - by A-Type
    I'm looking to develop a game for Windows Phone to explore an idea I had which involves the user building notes into a sequencer while playing a puzzle game. The issue I'm running into is that, while my implementation is very close to being on-beat, there is the occasional pause between beats which makes the whole thing sound sloppy. I'm just not sure how to get around this inside XNA's infrastructure. Currently I'm running this code in the Update method of my GameBoard: public void Update(GameTime gameTime) { onBeat = IsOnBeat(gameTime); [...] if (onBeat) BeatUpdate(); } private bool IsOnBeat(GameTime gameTime) { beatTime += gameTime.ElapsedGameTime.TotalSeconds; if (Math.Abs(beatTime - beatLength) < 0.0166666) { beatTime -= beatLength; return true; } return false; } private void BeatUpdate() { cursor.BeatUpdate(); board.CursorPass((int)cursor.CursorPosition % Board.GRID_WIDTH); } Update checks to see if the time is on beat, and if it is, it calls the BeatUpdate method which moves the cursor over the board (sequencer). The cursor reports its X position to the board, which then plays any notes which are in that position on the sequencer. Notes are SoundEffectInstances, preloaded and ready to play. Oh, and TargetElapsedTime is set to 166666, or 60FPS target. Obviously totaling up the time and then subtracting isn't the most accurate way to go but I can't figure out a way to work within XNA's system in order to overcome this issue. This current system is just horribly unstable. Beats lag and fire too early and it's obvious. I thought about perhaps some sort of threaded solution but I'm not familiar enough with multithreading to figure out how that would work. Any ideas?

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  • As a indie, how to protect your game?

    - by user16829
    As a indie, you might not work in a company. And you may have a great game idea and you feel it gonna be a big success. When you released your game. How do you protect it as your own creation? So that someone also can't steal the title and publish a "sequel" e.g. Your-Game-Name 2,3,4. Or even produce by-products like Angry Birds but without your permission. So how we can prevent these from happening by legal methods. Like copyrights, trademarks? If a professional can fill us those info, it will be great.

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  • World to Pixel Transformation

    - by D00d
    My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what I want. Now, I don't want to have to apply a transformation to each and every object's position when I draw them. As I happen to be using XNA, and spritebatch allows a Matrix to be passed in as an argument in it's begin method, I was wondering if there is a way to pass the World to Pixel transformation in there. Any suggestions? So far Matrix.CreateScale(new Vector3(zoom, zoom, 1)) puts the objects in their proper spot, but it also scales up the sprites. Is there a way to transform the position without enlarging the sprite? Thanks

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • XNA When to call LoadContent

    - by Peteyslatts
    I have an enum in my game that denotes the game state ie MainMenu, InGame, GameOver, Exit and I was wondering if it would be advisable to add a new one in for PrepGame - in which the game creates viewports for however many players there are, creates the battlefield etc. I feel like this is a good idea except for one thing: should I make a call back to LoadContent() in this state? I could just put a switch statement in the LoadContent for my currentGameState. If it equals PrepGame load things like the skybox, ship models, texures, HUD graphics etc. Or is it a good idea to create an Asset Manager class in the first call to LoadContent() and load everything then. I feel like both approaches have different benefits: faster, but more load times vs slower initial load time, but then all my objects are referencing the same variables so I only have to load each on once. Any help is greatly appreciated. Thanks, Peter

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  • How to offset particles from point of origin

    - by Sun
    Hi I'm having troubles off setting particles from a point of origin. I want my particles to spread out after a certain radius from a the point of origin. For example, this is what I have right now: All particles emitted from a point of origin. What I want is this: Particles are offset from the point of origin by some amount, i.e after the circle. What is the best way to achieve this? At the moment, I have the point of origin, the position of each particle and its rotation angle. Sorry for the poor illustrations. Edit: I was mistaken, when a particle is created, I have only the point of origin. When the particle is created I am able to calculate the rotation of the particle in the update method after it has moved to a new location using atan2() method. This is how I create/manage particles: Created new particle at enemy ship death location, for every new particle which is added to the list, call Update and Draw to update its position, calculate new angle and draw it.

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  • Is white the best base color to start with when planning to shade sprites within Unity?

    - by SpartanDonut
    I'm looking into prototyping a game in Unity which will consist of solid square sprites / tiles. I figure I can represent different types of objects with different colors for each of the tiles in the game. I figure that I can import a single square sprite and shade it appropriately in Unity as opposed to imported squares of many different colors. My experience with adjusting the hue and saturation within Photoshop shows that white is not an easy color to change as things that are white often stay white. My testing in Unity shows that I can change the "color" of a sprite to anything other than white and the sprite is seemingly shaded appropriately, despite what I would have thought given my Photoshop experience. Since white objects do seem to take on the appropriate color shading when changed within Unity my gut tells me that this is the best base color to begin with, meaning that I can import a single white square sprite and simply adjust the color to represent different objects and object states. Is a white sprite actually the best color sprite to begin with and why does something like this work in Unity as opposed to adjusting the hue and saturation within Photoshop?

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  • Are there any reasons to use Legacy (2.X) OpenGL?

    - by user27886
    The benefits are well documented of the Modern OpenGL 3.X & 4.X API's, but I'm wondering if there are ANY benefits to keeping with the old OpenGL, Or if learning OpenGL 2.X is a complete waste of time now no matter what? Particularly I've wondered if using the OpenGL 2.X API is appropriate if the target platform had graphics hardware capable of only up to OpenGL 2.X. Would a driver update on said target platform allow programs compiled using the Modern OpenGL API's to be released on this old platform? If they both work, which would be faster? Thanks

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  • Possible to pass pygame data to memory map block?

    - by toozie21
    I am building a matrix out of addressable pixels and it will be run by a Pi (over the ethernet bus). The matrix will be 75 pixels wide and 20 pixels tall. As a side project, I thought it would be neat to run pong on it. I've seen some python based pong tutorials for Pi, but the problem is that they want to pass the data out to a screen via pygame.display function. I have access to pass pixel information using a memory map block, so is there anyway to do that with pygame instead of passing it out the video port? In case anyone is curious, this was the pong tutorial I was looking at: Pong Tutorial

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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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