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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

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  • Beat detection, weird detection

    - by Quincy
    I made this soundanalyzer class to detect beats in songs : // put it on pastebin for the big size, will put it here if people rather want that. pastebin.com/8PdgZPP3 but for some reason its only detecting beats from 637 sec to around 641(sec) and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates and it seems as its assigning a beat to each instant energy value in between those values. Its modeled after this : http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats properly register ?

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • FloodFill Algorithm for Game of Go

    - by Jackson Borghi
    I'm having a hell of a time trying to figure out how to make captured stones disappear. I've read everywhere that I should use the FloodFill algorithm, but I havent had any luck with that so far. Any help would be amazing! Here is my code: package Go; import static java.lang.Math.; import static stdlib.StdDraw.; import java.awt.Color; public class Go2 { public static Color opposite(Color player) { if (player == WHITE) { return BLACK; } return WHITE; } public static void drawGame(Color[][] board) { Color[][][] unit = new Color[400][19][19]; for (int h = 0; h < 400; h++) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { unit[h][x][y] = YELLOW; } } } setXscale(0, 19); setYscale(0, 19); clear(YELLOW); setPenColor(BLACK); line(0, 0, 0, 19); line(19, 19, 19, 0); line(0, 19, 19, 19); line(0, 0, 19, 0); for (double i = 0; i < 19; i++) { line(0.0, i, 19, i); line(i, 0.0, i, 19); } for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (board[x][y] != YELLOW) { setPenColor(board[x][y]); filledCircle(x, y, 0.47); setPenColor(GRAY); circle(x, y, 0.47); } } } int h = 0; } public static void main(String[] args) { int px; int py; Color[][] temp = new Color[19][19]; Color[][] board = new Color[19][19]; Color player = WHITE; for (int i = 0; i < 19; i++) { for (int h = 0; h < 19; h++) { board[i][h] = YELLOW; temp[i][h] = YELLOW; } } while (true) { drawGame(board); while (!mousePressed()) { } px = (int) round(mouseX()); py = (int) round(mouseY()); board[px][py] = player; while (mousePressed()) { } floodFill(px, py, player, board, temp); System.out.print("XXXXX = "+ temp[px][py]); if (checkTemp(temp, board, px, py)) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (temp[x][y] == GRAY) { board[x][y] = YELLOW; } } } } player = opposite(player); } } private static boolean checkTemp(Color[][] temp, Color[][] board, int x, int y) { if (x < 19 && x > -1 && y < 19 && y > -1) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 18) { if (temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (y == 18) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW) { return false; } } if (y == 0) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 0) { if (temp[x + 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } else { if (x < 19) { if (temp[x + 1][y] == GRAY) { checkTemp(temp, board, x + 1, y); } } if (x >= 0) { if (temp[x - 1][y] == GRAY) { checkTemp(temp, board, x - 1, y); } } if (y < 19) { if (temp[x][y + 1] == GRAY) { checkTemp(temp, board, x, y + 1); } } if (y >= 0) { if (temp[x][y - 1] == GRAY) { checkTemp(temp, board, x, y - 1); } } } return true; } private static void floodFill(int x, int y, Color player, Color[][] board, Color[][] temp) { if (board[x][y] != player) { return; } else { temp[x][y] = GRAY; System.out.println("x = " + x + " y = " + y); if (x < 19) { floodFill(x + 1, y, player, board, temp); } if (x >= 0) { floodFill(x - 1, y, player, board, temp); } if (y < 19) { floodFill(x, y + 1, player, board, temp); } if (y >= 0) { floodFill(x, y - 1, player, board, temp); } } } }

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • Which language/framework to use for this desktop internet application?

    - by Karsten
    I'd like to experiment with a new language/framework to work on some desktop tools for myself, which will do tasks related to internet services. I.e. i'd like to to monitor some of my servers for http or icmp response, also parse xml responses. I have experience with php, lua, mysql, and basic knowledge of java and c++. I'm also interested in exploring multithreading for this, background tasks and a responsive gui do need that as i have read. Being a private project, i certainly want to learn something new, but i don't have that much free time. The question for you would be which language and what framework to choose that could help me with this tasks: lightweight + fast gui (windows only would be ok, platform-independent even better) network/socket support, html module would be appreciated htmlview support xml "parsing" support (xpath or something like the phpish DOMDocument class) threading support Free software would be nice, but paying some bucks won't hurt me if it really helps the case.

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • Importing an object from Blender into a scene, rotation on X axis?

    - by Arne
    This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into the scene for the view coordinates (OpenGl) Bleneder has x/y plane and z up as world coordinates I have x/y plane and z up as world coordinates I load the mesh with assimp directly from the blend file with absolutely no post processing. The object is rotated abount p/2 on the x-axis. Why?

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • Tiled game: how to correct load background image ?

    - by stighy
    Hi, i'm a newbie. I'm trying to develop a 2d game (top-down view). I would like to load a standard background, a textured ground... My "world" is big, for example 3000px X 3000px. I think it is not a good idea to load a 3000px x 3000px image and move it... So, how is the best practice ? To load a single small image (64x64) and repeat it for N times ? If yes, ok, but how i can manage the "background" movement ? Thanks Bye!

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • per pixel based collision detection.

    - by pengume
    I was wondering if anyone had any ideas on how to get per pixel collision detection for the android. I saw that the andEngine has great collision detection on rotation as well but couldn't see where the actual detection happened per pixel. Also noticed a couple solutions for java, could these be replicated for use with the Android SDK? Maybe someone here has a clean piece of code I could look at to help understand what is going on with per pixel detection and also why when rotating it is a different process.

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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