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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • Is AGS outdated for Point & Click Adventures?

    - by Aidan Moore
    Is Adventure Game Studio (AGS) outdated? I am working on a Point and Click Adventure game being coded on the AGS engine, and just recently, the question of 'is this outdated?' has come up. I'll admit, AGS is a rather old, and kind of went out of style with the P&C genre itself, but I have not found anything quite like it that specializes in this specific format of games. So my big question is not only 'is this outdated?' but also 'Is there a better alternative?'

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • Bitmap Font Displays in Center Always Without Coding it Manually (Fix Coordinate Problem onText)

    - by David Dimalanta
    Is there a way on how to stay the texts in center without manually coding it or something, especially when making an update? I'm making a display for the highest score. Let's say that the score is 9. However, if the score is 9,999,999, the text displays still only at the fixed X and Y coordinate. Is there really a way to stay the text in center especially when there is changes when a player beats the new world record? Here's my code inside Sprite Batch: font.setScale(1.5f); font.draw(batch, "HIGHEST SCORE:", (900/10)*1 + 60, (1280/16)*10); font.draw(batch, "" + 9999999 + "", (900/10)*4, (1280/16)*8); batch.draw(grid_guide, 0, 0, 900, 1280); // --> For testing purpose only. // Where 9999999 is a new record score for example. Here's the image shown as example. I add it some red grid so that I could check if the display of score when updated will always display on center no matter how many digits takes place in. However, it is fixed, so I have to figure it out how to display it automatically on center regardless of the number of digits while updating for the new highscore. I have used the LibGDX preferences very well though to save and load records for the highscore.

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • High CPU usage on Pong clone

    - by max
    I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code and tell me what all things I am doing wrong? Any feedback is welcome. http://pastebin.com/L5zE3axh Also it would be extremely helpful if you give some general points on how to develop games in OpenGL efficiently.. Thanks in advance!

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  • What are cons of usage only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • Drawing a sprite or text causes the OpenGl rendering to 'disappear' in SFML

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Drawing order in XNA

    - by marc wellman
    When manually setting the drawing order of game components by setting int DrawableGameComponent.DrawOrder can one use any integer numbers as long an order is defined like component1 = drawing order: 2 component2 = drawing order: 5 component3 = drawing order: 10 component4 = drawing order: 323 or do these integers have to be consecutive and starting with zero like component1 = drawing order: 0 component2 = drawing order: 1 component3 = drawing order: 2 component4 = drawing order: 3 ?

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  • Using SQL tables for storing user created level stats. Is there a better way?

    - by Ivan
    I am developing a racing game in which players can create their own tracks and upload them to a server. Players will be able to compare their best track times to their friends and see world records. I was going to generate a table for each track submitted to store the best times of each player who plays the track. However, I can't predict how many will be uploaded and I imagine too many tables might cause problems, or is this a valid method? I considered saving each player's best times in a string in a single table field like so: level1:00.45;level2:00.43;level3:00.12 If I did this I wouldn't need a separate table for each level (each level could just have a row in a 'WorldRecords' table). However, this just causes another problem because the text would eventually reach the limit for varchar length. I also considered storing the times data in XML files. This would avoid database issues and server disk space can be increased if needed. But I imagine this would be very slow. To update one players best time on one level, I would have to check every node in the file to find their time record to update. Apologies for the wall of text. Any suggestions would be appreciated.

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • Ideas for time-keeping in a webbased RPG?

    - by ashy_32bit
    I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm totally confused as how exactly something as real-time as an MMO-RPG can work on some pull-only (unidirectional) platform like HTTP. I know there is also a turn-based alternative to time keeping but can it work in an MMO setting ? EDIT: Take a battle for example, player A (human) wants to attack Player B (also human) in the open. How does it work when when player A issues the "attack" command on player B ? how do I inform player B that he is being attacked ? and then how exactly the battle goes on between the two in an HTTP based communication channel? To my knowledge this is impossible unless you resort to another technology (HTML is 1-way, that is you can just ask server and get response, server can't update you unless being asked to. this is very well-known and simply explained). So I though maybe I can somehow change the whole timekeeping model from real-time to a more non-real-time model (towards a turn based RPG for example) and somehow work around the whole problem of "interactivity". EDIT2: It is not that I don't wanna use any server side technologies. For sure it is not gonna work client-side-only even for the most trivial of the multi-player games, let alone an RPG. So sure there would be a (probably complex) server side component to it (the so called Game Engine I suppose). The problem is not the technology that implements the logic (game mechanics) bits but the communication technology and how it limits the game mechanics abilities (like how real-time or turn based it is gonna be). HTTP is a request-response protocol meaning you get served only if you ask for it (explicitly send a GET or POST request to the server). HTTP server can not inform you if anything of interest happens in the game world unless you refresh the page (as some suggested) or you use some bi-directional tech (totally different animals) like Flash, WebSock, HTML5 etc etc. So maybe the question is: Is it possible to implement a MMORPG using only HTML5/PHP and no periodic page refreshes? if so what would be rules to make it an MMO-RPG? Can't explain it any clearer. Sorry :D

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • Super-quick MIDI generator with nonrestrictive license?

    - by Ricket
    I'm working on my Ludum Dare entry and trying to figure out how in the world I'm ever going to get background music. I found WolframTones, but the license is too restrictive: Unless otherwise specified, this Site and content presented on this Site are for your personal and noncommercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, create derivative works from, transfer, or sell any information or content obtained from this Site. For commercial and other uses, contact us. But I really like the interface! It's a lot like sfxr - click a genre and download a song. That's so cool. Is there another program that does this same sort of thing but without a restrictive license, so that I can generate a bgm and use it in my game?

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  • Shadowmap first phase and shaders

    - by KaiserJohaan
    I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the first pass, when creating the shadowmap. This is my vertex shader: in vec3 position; uniform mat4 lightWVP; void main() { gl_Position = lightWVP * vec4(position, 1.0); } Now, do I even need a fragment shader in this shader pass? from what I understand after reading http://www.opengl.org/wiki/Fragment_Shader, by default gl_FragCoord.z is written to the currently attached depth component (to which my cubemap texture is bound to). Thus I shouldnt even need a fragment shader for this pass and from what I understand, there is no other work to do in the fragment shader other than writing this value. Is this correct?

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  • Set a drawing viewport while using camera

    - by Mariano
    I'm working with XNA. I already have a basic world made of tiles and a camera using a transform matrix. I have a character moving around and the camera follows. What I want to do now is draw the map only on a certain part of the screen as shown on the figure below. This way I can move the map to the left of the screen and have the other fixed parts shift to the right. Do I need to modify the camera matrix? Make a new viewport?

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