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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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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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  • iOS Game that Runs Continuously in Background

    - by user2913669
    I'm trying to understand the most logical way of creating an iOS game that runs continuously in the background. For example.. you have tower and enemy waves. The game has endless enemy waves even when the game exits. When you open the game again, it will retrieve the data that occurred when the app was closed. I assume a database on a server would be the best solution. The values continuously increment on the server. The game connects to the server and retrieves the specific user's updated game data.

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • Problem with a* implementation in pygame

    - by piyush3dxyz
    Yesterday i decide to make RTS game in pygame(pygame is best).I figured out many components of RTS game like unit selecting,health,resources but only 1 thing i still not understand.. which is a* pathfinding in pygame... I also done little bit of research on wiki,articles and papers...but still cant figure out problem.... function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score <= g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure here is the pseudocode for wiki a* implementation......

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  • Exporting UV coords from Blender

    - by Soapy
    So I have searched on google and various other websites but I've not found an answer. The only ones I did find did not work. So my question is how do I get UV coords from blender (2.63)? Currently I'm writing my own custom file exporter, and so far have managed to export vertices and their normals. Is there a way to export the UV coords? N.B. I'm currently try to figure it out using a simple cube that is unwrapped and has a texture applied to it.

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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  • How to have operations with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • How do I find the angle required to point to another object?

    - by Ginamin
    I am making an air combat game, where you can fly a ship in a 3D space. There is an opponent that flies around as well. When the opponent is not on screen, I want to display an arrow pointing in the direction the user should turn, as such: So, I took the camera location and the oppenent location and did this: double newDirection = atan2(activeCamera.location.y-ship_wrap.location.y, activeCamera.location.x-ship_wrap.location.x); After which, I get the position on the circumferance of a circle which surrounds my crosshairs, like such: trackingArrow.position = point((60*sin(angle)+240),60*cos(angle)+160); It all works fine, except it's the wrong angle! I assume my calculation for the new direction is incorrect. Can anyone help?

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • Behavior tree implementation details

    - by angryInsomniac
    I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is locked up in the GDC vault sadly). However, both descriptions fall short of helping one actually create a BT, one particular question has been bugging me for a while. When is the tree in a behavior tree evaluated? Furthermore: If the tree is in the middle of executing a sequence of actions (patrolling waypoints) and a higher priority impulse comes in (distraction sound) , how to switch to that side of the tree seamlessly without resorting to a state machine like system and if it is decided that the impulse was irrelevant (the distraction is too far away to affect this guard), how to go back to the last thing that the guard was doing ? I have quite a few questions like this and I don't wish to flood the board with separate queries so if you know of any resource where questions like these can be answered I would be very grateful.

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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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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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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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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