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  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Strange Flash AS3 xml Socket behavior

    - by Rnd_d
    I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients at the same time, arrange them so that you can see both windows and press connection button in both windows. Then press and hold any button. What I'm expecting: Client with pressed button sends a message "some data" to the server, then the server sends this message to all the clients(including the original sender) . Then each client moves right the button 'connectButton' and prints a message to the log with time in the following format: "min:secs:milliseconds". What is going wrong: The motion is smooth in the client that sends the message, but in all other clients the motion is jerky. This happens because messages to those clients arrive later than to the original sending client. And if we have three clients (let's name them A,B,C) and we send a message from A, the sending time log of B and C will be the same. Why other clients recieve this messages later than the original sender? By the way, on ubuntu 10.04/chrome all the motion is smooth. Two clients are launched in separated chromes. windows screenshot Can't post linux screenshot, need more than 10 reputation to post more hyperlinks. Listing of log, four clients simultaneously: [16:29:33.280858] 62.140.224.1 >> some data [16:29:33.280912] 87.249.9.98 << some data [16:29:33.280970] 87.249.9.98 << some data [16:29:33.281025] 87.249.9.98 << some data [16:29:33.281079] 62.140.224.1 << some data [16:29:33.323267] 62.140.224.1 >> some data [16:29:33.323326] 87.249.9.98 << some data [16:29:33.323386] 87.249.9.98 << some data [16:29:33.323440] 87.249.9.98 << some data [16:29:33.323493] 62.140.224.1 << some data [16:29:34.123435] 62.140.224.1 >> some data [16:29:34.123525] 87.249.9.98 << some data [16:29:34.123593] 87.249.9.98 << some data [16:29:34.123648] 87.249.9.98 << some data [16:29:34.123702] 62.140.224.1 << some data AS3 client code package { import adobe.utils.CustomActions; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.SecurityErrorEvent; import flash.net.XMLSocket; import flash.system.Security; import flash.text.TextField; public class Main extends Sprite { private var socket :XMLSocket; private var textField :TextField = new TextField; private var connectButton :TextField = new TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(event:Event = null):void { socket = new XMLSocket(); socket.addEventListener(Event.CONNECT, connectHandler); socket.addEventListener(DataEvent.DATA, dataHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addChild(textField); textField.y = 50; textField.width = 780; textField.height = 500; textField.border = true; connectButton.selectable = false; connectButton.border = true; connectButton.addEventListener(MouseEvent.MOUSE_DOWN, connectMouseDownHandler); connectButton.width = 105; connectButton.height = 20; connectButton.text = "click here to connect"; addChild(connectButton); } private function connectHandler(event:Event):void { textField.appendText("Connect\n"); textField.appendText("Press and hold any key\n"); } private function dataHandler(event:DataEvent):void { var now:Date = new Date(); textField.appendText(event.data + " time = " + now.getMinutes() + ":" + now.getSeconds() + ":" + now.getMilliseconds() + "\n"); connectButton.x += 2; } private function keyDownHandler(event:KeyboardEvent):void { socket.send("some data"); } private function connectMouseDownHandler(event:MouseEvent):void { var connectAddress:String = "ep1c.org"; var connectPort:Number = 13250; Security.loadPolicyFile("xmlsocket://" + connectAddress + ":" + String(connectPort)); socket.connect(connectAddress, connectPort); } } } Python server code from twisted.internet import reactor from twisted.internet.protocol import ServerFactory from twisted.protocols.basic import LineOnlyReceiver import datetime class EchoProtocol(LineOnlyReceiver): ##### name = "" id = 0 delimiter = chr(0) ##### def getName(self): return self.transport.getPeer().host def connectionMade(self): self.id = self.factory.getNextId() print "New connection from %s - id:%s" % (self.getName(), self.id) self.factory.clientProtocols[self.id] = self def connectionLost(self, reason): print "Lost connection from "+ self.getName() del self.factory.clientProtocols[self.id] self.factory.sendMessageToAllClients(self.getName() + " has disconnected.") def lineReceived(self, line): print "[%s] %s >> %s" % (datetime.datetime.now().time(), self, line) if line=="<policy-file-request/>": data = """<?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <!-- Policy file for xmlsocket://ep1c.org --> <cross-domain-policy> <allow-access-from domain="*" to-ports="%s" /> </cross-domain-policy>""" % PORT self.send(data) else: self.factory.sendMessageToAllClients( line ) def send(self, line): print "[%s] %s << %s" % (datetime.datetime.now().time(), self, line) if line: self.transport.write( str(line) + chr(0)) else: print "Nothing to send" def __str__(self): return self.getName() class ChatProtocolFactory(ServerFactory): protocol = EchoProtocol def __init__(self): self.clientProtocols = {} self.nextId = 0 def getNextId(self): id = self.nextId self.nextId += 1 return id def sendMessageToAllClients(self, msg): for client in self.clientProtocols: self.clientProtocols[client].send(msg) def sendMessageToClient(self, id, msg): self.clientProtocols[id].send(msg) PORT = 13250 print "Starting Server" factory = ChatProtocolFactory() reactor.listenTCP(PORT, factory) reactor.run()

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: deWitters Game loop in libgdx(Android) pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value so player position not updated. @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • Selection of a mesh with arbitrary region

    - by Tigran
    Considering example: I have a mesh(es) on the OpenGL screen and would like to select a part of it (say for delete purpose). There is a clear way to do the selction via Ray Tracing, or via Selection provided by OpenGL itself. But, for my users, considering that meshes can get wired surfaces, I need to implement a selection via a Arbitrary closed region, so all triangles that appears present inside that region has to be selected. To be more clear, here is screen shot: I want all triangles inside black polygon to be selected, identified, whatever in some way. How can I achieve that ?

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  • Updates for IOS AppStore Multiplayer Game

    - by TobiHeidi
    I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with IOS i need to wait for an Apple approval taking about 10 days. I want to push updates more then weekly. What if my server code changes so the client MUST update? Run an old version of the server code just for IOS? How do other multiplayer devs handle this ?

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  • How do I render an animation where some frames appear twice?

    - by hustlerinc
    I am animating a sprite. The sprite has 7 different frames, but the animation is 10 frames long. This is because 3 of the original frames appear twice in the animation: 3 -> 4 -> 5 -> 6 -> 4 -> 3 -> 2 -> 1 -> 0 -> 2 Frames 2, 3 and 4 appear twice. This avoids having to store duplicate frames in the spritesheet. How can I render the animation in this sequence with repeated frames?

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be .png, .jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan B (actually, I'm probably on plan 'E' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the API. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via JNI (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • Java - Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • Tiled Editor: How is this Map Handling Collision?

    - by user2736286
    BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. I've checked through all their layers, expecting an object layer to be handling cliff collision like: But there are no such object layers to be found. Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I especially need to know how they handled less rectangular shapes like: I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. Only because BrowserQuest has whole-tile movement, and it wouldn't look too odd if a small apple, taking up only a fraction of the tile size, prevents movement over that entire tile. But I'm creating a game with more precise movement, so collision has to be tight to the apple, and I really want to know how BrowserQuest approached collision defining. If anyone knowledgeable with Tiled could take a quick look at the map, I'd appreciate it! I'm tearing my hair out here :). Thanks

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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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