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  • Unity Particle System collision detection problem

    - by Krav
    I'm using Unity 3.5.5f3 wich has the Shuriken particle system. I've made a blood particle system based on Unity's demos. (Exploding paint [Blood]) The blood is flowing and when it collides with a Plane Transform wich I've created a small pool of blood spawns as a Collision Sub Emitter. My main problem is that when I want to add another object to collide it just doesn't want to work. When I create a cube, and set it as a collision plane the collision will only occur at the half of the cube. I want this to happen: When it reaches the cube's surface the sub emmiter activates, and when the surface is horizontal it appears horizontally, and if it's vertical then vertically. Now it just appears horizontally everytime like in the picture. How could I solve it?

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  • Can one use polygon() or equivalent in lattice and ggplot2 plots?

    - by Alex Reynolds
    Is it possible to annotate lattice (or ggplot2) figures with elements created with polygon() (or elements created with a similar function) from the graphics library? I'm not too familiar with either library beyond examples of simple graphs posted on the web and printed in Deepayan Sarkar's book. Therefore, while I have code for what I've been doing in R with the graphics library, pointing me to relevant, equivalent functions and usage examples for lattice or ggplot2 specifically would be appreciated. Thanks.

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • Gap in parallaxing background loop

    - by CinetiK
    The bug here is that my background kind of offset a bit itself from where it should draw and so I have this line. I have some troubles understanding why I get this bug when I set a speed that is different then 1,2,4,8,16,... In main class I set the speed depending on the player speed bgSpeed = -(int)playerMoveSpeed.X / 10; and here's my background class class ParallaxingBackground { Texture2D texture; Vector2[] positions; public int Speed { get; set;} public void Initialize(ContentManager content, String texturePath, int screenWidth, int speed) { texture = content.Load<Texture2D>(texturePath); this.Speed = speed; positions = new Vector2[screenWidth / texture.Width + 2]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector2(i * texture.Width, 0); } } public void Update() { for (int i = 0; i < positions.Length; i++) { positions[i].X += Speed; if (Speed <= 0) { if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); } } else { if (positions[i].X >= texture.Width*(positions.Length - 1)) { positions[i].X = -texture.Width; } } } } public void Draw(SpriteBatch spriteBatch) { for (int i = 0; i < positions.Length; i++) { spriteBatch.Draw(texture, positions[i], Color.White); } } }

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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  • Model associations

    - by Kalyan M
    I have two models Library and Book. In my Library model, I have an array - book_ids. The primary key of Book model is ID. How do I create a has_many :books relation in my library model? This is a legacy database we are using with rails. Thanks.

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  • How to deal with large open worlds?

    - by Mr. Beast
    In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves? Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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  • DirectWrite Producing Strange Artifacts?

    - by smoth190
    I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using DirectWrite I'm getting strange problems with my text. As you can see, the e is a little screwwed up, and it overall looks a little bumpy. This only happens with certain fonts in certain sizes, and with certain arrangements of letters. This particular example is Verdana in size 16.0 font. Can I fix this? It's pretty annoying to change all my words and fonts because of this problem.

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  • What light attenuation function does UDK use?

    - by ananamas
    I'm a big fan of the light attenuation in UDK. Traditionally I've always used the constant-linear-quadratic falloff function to control how "soft" the falloff is, which gives three values to play with. In UDK you can get similar results, but you only need to tweak one value: FalloffExponent. I'm interested in what the actual mathematical function here is. The UDK lighting reference describes it as follows: FalloffExponent: This allows you to modify the falloff of a light. The default falloff is 2. The smaller the number, the sharper the falloff and the more the brightness is maintained until the radius is reached. Does anyone know what it's doing behind the scenes?

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  • Issue with Mapping Textures to Models in Blender

    - by Passage
    I've been trying to texture a model using Blender, but when I draw on the UV Editor it doesn't show up on the model, and I can't draw on the model itself. I've tried saving the image and the 3D View is set to Texture. Everything seems to be in order and I've followed several tutorials, but none of them seem to work with the version I'm using (2.64-- update was necessary for import plugin) and I'm absolutely stumped. How can I draw textures to the model? If not within Blender itself, how do I export/import the textures? EDIT: Vertex Paint works, though it is insufficient for my purposes. In addition, moving to the rendered view produces a solid-color model with none of the applied textures.

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  • What is the benefit of triple buffering?

    - by user782220
    I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In triple buffering the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. But with triple buffering if you're in a situation where you can take advantage of the third buffer doesn't that suggest that you are drawing frames faster than the monitor can refresh. So then you don't actually get a higher frame rate. So what is the benefit of triple buffering then?

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • How to stop camera from rotating in 2.5d platformer

    - by Artem Suchkov
    I'm stuck with a problem: I can not make my camera stop rotating after character. What I already have tried: using empty game object with rigid body and locked rotation and make it parent of camera, while player being the parent of object. Also, I've tried using few scripts from web, that did not help. Right now I'm bad with using JS in Unity (can handle JS on website, but I dont know how to integrate it for now) and practicing the basics, making easy 2.5d platformer with basic features, so I can not write code for now.

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Pygame set_colorkey transparency issues

    - by Nathan Chowning
    I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via homebrew for the Macbook) and pygame v1.9.1. For transparency, I have been using set_colorkey with a transparency color of (255, 0, 255). Here is the applicable code: transColor = pygame.Color(255, 0, 255) image = pygame.image.load(playerPath + "idle.png").convert() image.set_colorkey(transColor) This works flawlessly on my windows machine. On my laptop, it does not work. It just shows the hideous magenta color. Here's the strange part. If I change the transColor to (0, 0, 0), all black pixels in my images are transparent. Has anyone run into this issue before?

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • Getting .mesh & .skeleton from Blender2Ogre export

    - by Songbreaker
    I have downloaded the add-on blender2ogre from this source : http://code.google.com/p/blender2ogre/ And I have created a simple mesh, with walking animation (similar to the gingerbreadman tutorial). My question is, whenever I want to export the project, I can only see the .scene export format. There is no option whatsoever to export as .mesh and .skeleton. Also, how can I export the walking animation separately, in other words, if my project have couple more animation, how can i separate those during export?

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

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