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  • Do I need the 'w' component in my Vector class?

    - by bobobobo
    Assume you're writing matrix code that handles rotation, translation etc for 3d space. Now the transformation matrices have to be 4x4 to fit the translation component in. However, you don't actually need to store a w component in the vector do you? Even in perspective division, you can simply compute and store w outside of the vector, and perspective divide before returning from the method. For example: // post multiply vec2=matrix*vector Vector operator*( const Matrix & a, const Vector& v ) { Vector r ; // do matrix mult r.x = a._11*v.x + a._12*v.y ... real w = a._41*v.x + a._42*v.y ... // perspective divide r /= w ; return r ; } Is there a point in storing w in the Vector class?

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  • 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); ---- }

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  • Camera placement sphere for an always fully visible object

    - by BengtR
    Given an object: With the bounds [x, y, z, width, height, depth] And an orthographic projection [left, right, bottom, top, near, far] I want to determine the radius of a sphere which allows me to randomly place my camera on so that: The object is fully visible from all positions on this sphere The sphere radius is the smallest possible value while still satisfying 1. Assume the object is centered around the origin. How can I find this radius? I'm currently using sqrt(width^2 + height^2 + depth^2) but I'm not sure that's the correct value, as it doesn't take the camera into account. Thanks for any advice. I'm sorry for confusing a few things here. My comments below should clarify what I'm trying to do actually.

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • Which API for cross platform mobile audio?

    - by deft_code
    This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly develop the Game and leverage it's superior debugging tools. However I've recently heard that Android doesn't support OpenAL well. Instead they've gone with a OpenSL ES library. What I'm looking for is a free Audio library that I can use with minimal custom code on iPhone, Android, and my Linux desktop. Does such an API exists? Some extra details: The game is written in C++ with custom minimal front ends. ObjC for iPhone, Java for Android, and SFML for Desktops. I'm using OpenGL ES for portability as iPhone doesn't support the more advanced OpenGL APIs.

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  • ScissorStack LIBGDX example?

    - by user36531
    I cant find a good resource/tutorial on how to do this. I would appreciate it if someone could provide a scissorstack example from an entity class. ie. using scissorstack on PlayerClass such that the map renders around the Player sprite, say 5 tiles. which would then allow me to create a Pawn class and apply same methodology to give a pawn sprite a lower number, like only rendering 1 tile around the location of the pawn.

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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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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  • 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); }

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  • Artifacts when draw particles with some alpha

    - by piotrek
    I want to draw in my game some particles. But when I draw one particle above another particle, alpha channel from this above "clear" previous drawed particle. I set in OpenGL blend in this way: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); My fragment shader for particle is very simple: precision highp float; precision highp int; uniform sampler2D u_maps[2]; varying vec2 v_texture; uniform float opaque; uniform vec3 colorize; void main() { vec4 texColor = texture2D(u_maps[0], v_texture); gl_FragColor.rgb = texColor.rgb * colorize.rgb; gl_FragColor.a = texColor.a * opaque; } I attach screenshot from this: Do you know what I made wrong ? I use OpenGL ES 2.0.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • how get collision callback of two specific objects using bullet physics?

    - by sebap123
    I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change color or whatever when colides with another. I wrote code from bullet wiki: int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); for (int i=0;i<numManifolds;i++) { btPersistentManifold* contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0()); btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for (int j=0;j<numContacts;j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if (pt.getDistance()<0.f) { const btVector3& ptA = pt.getPositionWorldOnA(); const btVector3& ptB = pt.getPositionWorldOnB(); const btVector3& normalOnB = pt.m_normalWorldOnB; bool x = (ContactProcessedCallback)(pt,fallRigidBody,earthRigidBody); if(x) printf("collision\n"); } } } where fallRigidBody is a dynamic body - a sphere and earthRigiBody is static body - StaticPlaneShape and sphere isn't touching earthRigidBody all the time. I have got also other objects that are colliding with sphere and it works fine. But the program detects collision all the time. It doesn't matter if the objects are or aren't colliding. I have also added after declarations of rigid body: earthRigidBody->setCollisionFlags(earthRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); fallRigidBody->setCollisionFlags(fallRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); So can someone tell me what I am doing wrong? Maybe it is something simple?

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • How can I teleport seamlessly, without using interpolation?

    - by modchan
    I've been implementing Bukkit plugin for creating toggleable in-game warping areas that will teleport any catched entity to other similar area. I was going to implement concept of non-Euclidean maze using this plugin, but, unfortunately, I've discovered that doing Entity.teleport() causes client to interpolate movement while teleporting, so player slides towards target like Enderman and receives screen updates, so for a split second all underground stuff is visible. While for "just teleport me where I want" usage this is just fine, it ruins whole idea of seamless teleporting, as player can clearly see when transfer happened even without need to look at debug screen. Is there possibility to somehow disable interpolating while teleporting without modifying client, or maybe prevent client from updating screen while it's being teleported?

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  • 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();

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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