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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • specifying an object type at runtime

    - by lapin
    I've written a Vbo template class to work with opengl. I'd like to set the type from a config file at runtime. e.g. <vbo type="bump_vt" ... /> Vbo* pVbo = new Vbo(bump_vt, ...); Is there some way I can do this without a large if else block e.g. if( sType.compareTo("bump_vt") == 0 ) Vbo* pVbo = new Vbo(bump_vt, ...); else if ... I'm writing for multiple platforms in c++. thanks

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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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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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • DirectCompute information

    - by N0xus
    I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute. From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed? I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen? Any information on this would be appreciated.

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Freelance composer seeking work! [closed]

    - by Ben Fowler
    Hey guys! I'm a freelance composer based in Victoria, Australia trying to break into the game industry to start my career! I've heard it said that having a plan B is planning for failure, so I've decided to go full on for what I want, so here I am! I have composed some music for other games, none of which have made it in yet (still hopeful :P) Any help on how I can break into to game industry as a composer would be MUCH appreciated!

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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • Is this the most effect simple way to display a moving image? SDL2

    - by user36324
    I've looked around for tutorials on SDL2, but there isnt many so I am curious i was messing around and is this an effective way to move an image. One problem is that it drags along the image to where it moves. #include "SDL.h" #include "SDL_image.h" int main(int argc, char* argv[]) { bool exit = false; SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_Surface *png = IMG_Load("character.png"); SDL_Rect src; src.x = 0; src.y = 0; src.w = 161; src.h = 159; SDL_Rect dest; dest.x = 50; dest.y = 50; dest.w = 161; dest.h = 159; SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png); SDL_FreeSurface(png); while(exit==false){ dest.x++; SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, &src, &dest); SDL_RenderPresent(ren); } SDL_Delay(5000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); }

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