Search Results

Search found 25518 results on 1021 pages for 'iterative development'.

Page 521/1021 | < Previous Page | 517 518 519 520 521 522 523 524 525 526 527 528  | Next Page >

  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

    Read the article

  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

    Read the article

  • 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?

    Read the article

  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

    Read the article

  • 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

    Read the article

  • 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

    Read the article

  • Best database setup for one click games

    - by ewizard
    I am building a one click game website/mobile app, and I am debating between using MySQL and MongoDB for the backend. The way I have been exploring it is with a NodeJS/Express/Angular/Passport/MongoDB stack - I have also implemented Socket.io. I have gotten to the point where I am sending data from the flash game to the server (NodeJS). The only data that needs to be sent is basic user information, the players score at the end of each game, and some x,y positions for each players game (for anti-cheating). It seems like MySQL would work fine, but as I am already using MongoDB - are there any major drawbacks to continuing to work with MongoDB on this project?

    Read the article

  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

    Read the article

  • 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.

    Read the article

  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

    Read the article

  • How to adjust the shooting angle of an object

    - by Blue
    I've been trying to add an angle adjustment feature to a power bar that I got from unity3dStudents. But I can't seem to get the code right. I'm using addforce to rigidbody, it works but the power is too great. I also found that rotating the object it's shooting from changes the angle. But I don't know how to proceed from that. Can somebody show me the problem with the script below, as in how to add height to the addforce without it going to far up or to the side? Or how to change the angle of the object? var theAngle : int; var maxAngle : int = 130; var minAngle : int = 0; var angleIncreasing : boolean = false; var angleDecreasing : boolean = false; var rotationSpeed : float = 10; var ball : Rigidbody; var spawnPos : Transform; var shotForce : float = 25; function Update () { if(Input.GetKeyDown("k")){ angleIncreasing = true; angleDecreasing = false; } if(Input.GetKeyUp("k")){ angleIncreasing = false; } if(Input.GetKeyDown("l")){ angleIncreasing = false; angleDecreasing = true; } if(Input.GetKeyUp("l")){ angleDecreasing = false; } ------- if(angleIncreasing){ theAngle += Time.deltaTime * rotationSpeed; if(theAngle > maxAngle){ theAngle = maxAngle; } } if(angleDecreasing){ theAngle -= Time.deltaTime * rotationSpeed; if(theAngle < minAngle){ theAngle = minAngle; } } } function Shoot(power : float, angle : int){ ---- var forward : Vector3 = spawnPos.forward; var upward : Vector3 = spawnPos.up; pFab.AddForce(forward * power * shotForce); pFab.AddForce(upward * angle * 10); ---- }

    Read the article

  • How to implement time traveling into a game?

    - by Billy
    I was wondering how to implement time travel into a game. Nothing super complex, just time-reversal like what's in Braid, where the user can rewind/fast forward time by 30 seconds or whatever. I searched around the web a lot, but my results usually referred to using time as in like "it's 3:00" or a timer and such. The only thing I could think of was using 2 arrays, one for the player's x position and the other for the player's y position, and then iterating through those arrays and placing the character at that position as they rewind/fast forward time. Could that work? If it would work, how large would the array have to be and how often should I store the player's x and y? If it doesn't work, what else could I try? Thanks in advance!

    Read the article

  • How exactly does app ranking work?

    - by qweasdzxc1
    So I've been in the app industry for around half a year and I still don't know how exactly ranking higher for your app will help increase downloads. That sounds like a question with an obvious answer but this is what's going through my mind so hear me out: Unless your app is ranked within the top 100, no one can see it in the featured categories. So even if my app jumped from 400th to 300th place, would there really even be a difference in downloads? And I'm saying 400th to 300th in ranking in my specific category. Indie developers like me don't even come close to ranking for the overall category. So far, the only usefulness of trying to get a higher rank is to get featured or something like that, but big companies have tons of money to throw on marketing...so the chances of any indie developer getting featured is rare. The only thing that I can see ranking being good for is to rank for your keywords so that when someone searches for that word, your app will hopefully appear in the top 10-25 results. Can anyone confirm my thoughts or add anything else that I might have missed out on? How exactly do users find your app if you're not in the top 100 app in your category?

    Read the article

  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

    Read the article

  • 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.

    Read the article

  • Generating and rendering not point-like particles on GPU

    - by TravisG
    Specifically I'm talking about particles as seen (for example) in the UE4 dev video here. They're not just points and seem to have a nice shape to them that seems to follow their movement. Is it possible to create these kinds of particles (efficiently) completely on the GPU (perhaps through something like motion? Or is the only (or most efficient) way to just create a small particle texture and render small quads for each particle?

    Read the article

  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

    Read the article

  • How to make a iOS plugin for Unity3d

    - by DannoEterno
    I've passed last 2 days reading articles and book for understand how can i make a plugin for iOS in Unity. Basically i need just a demo for understand how it work. For now i've tried to make this process (with really poor luck): I've started a new project in Unity and writed a simple script using UnityEngine; using System.Collections; using System; using System.Runtime.InteropServices; public class CallPlugin : MonoBehaviour { [DllImport ("__Internal")] private static extern int test(); void Start () { Debug.Log(test()); } } Then i've created a project in Xcode with this simple script: extern "C"{ int test() { int che = 5; return che; } } Then i've tried: to put the .mm and .h in the Assets/Plugins/iOS = nothing to build the unity project and than add the .h and .mm in the Xcode project = nothing In Unity i will always get the EntryPointNotFoundException, so unity see the file but is unable to reach the method. The problem is... how?! :) Maybe i miss something or i've done something wrong? Thanks a lot for every help that you can give me :)

    Read the article

  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

    Read the article

  • Rotating a Quad around it center

    - by Trixmix
    How can you rotate a quad around its center? This is what im trying to do but it aint working: GL11.glTranslatef(x-getWidth()/2, y-getHeight()/2, 0); GL11.glRotatef(30, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(x+getWidth()/2, y+getHeight()/2, 0); DRAW my main problem is that it renders it off the screen.. draw code: GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, getTexture().getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(getTexture().getWidth(), getTexture().getHeight()); GL11.glVertex2f(width,height); GL11.glTexCoord2f(getTexture().getWidth(), 0); GL11.glVertex2f(width,0); } GL11.glEnd();

    Read the article

  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

    Read the article

  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

    Read the article

  • What library should I use for 2D Geometry? [closed]

    - by Luka
    I've been working on a 2D game in java, but found that java just didn't cut it for me and had forced me to a lot of bad design choices, so I've decided to port all my work to c++. The main reason I've decided change to c++ is that i had reached a point where i had 3 geometry libraries (the native, one from the game engine and one to handle "complex" polygons), none of witch worked very well together and i couldn't keep track of them. I'm new to c++, but i know all the basics. My question is, what would be a good geometry library to use, ideally it should be able to handle integer and decimal data types, have point, line, and polygon classes witch are able to check for intersection and contains. Thanks in advance, Luka

    Read the article

  • How do I optimize searching for the nearest point?

    - by Rootosaurus
    For a little project of mine I'm trying to implement a space colonization algorithm in order to grow trees. The current implementation of this algorithm works fine. But I have to optimize the whole thing in order to make it generate faster. I work with 1 to 300K of random attraction points to generate one tree, and it takes a lot of time to compute and compare distances between attraction points and tree node in order to keep only the closest treenode for an attraction point. So I was wondering if some solutions exist (I know they must exist) in order to avoid the time loss looping on each tree node for each attraction point to find the closest... and so on until the tree is finished.

    Read the article

  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

    Read the article

< Previous Page | 517 518 519 520 521 522 523 524 525 526 527 528  | Next Page >