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  • LibGdx, Texture an Object

    - by Gigi10012
    I want to set texture to an Object, this is my playerobject class: private boolean up; private float speed; private float fallacceleration = 20; private float acceleration = 15; private float maxSpeed = 300; SpriteBatch batch; public Player() { x = MyGdxGame.WIDTH - 9*MyGdxGame.WIDTH/10; y = MyGdxGame.HEIGHT - 3 * MyGdxGame.HEIGHT/10; shapex = new float[4]; shapey = new float[4]; radians = 2*MathUtils.PI; batch = new SpriteBatch(); } private void setShape() { //Simple Arrow Shape ...... } public void update(float dt) { setShape(); } public void draw(ShapeRenderer sr) { sr.setColor(0F, 0F, 0F, 1F); sr.begin(ShapeType.Line); //Drawing Shape .............. sr.end(); } What I have to do to add texture to that object? (I'm using LibGdx)

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  • Player Movement DirectX

    - by SullY
    I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9. There is something that interrests me: It says that playermovements are increasing with the power of the CPU. Becouse a faster CPU will move the player with every frame ( better CPU = better FPS ) To bypass it, it says you have just to multiplicate time*movementfactor . I'd like to know is there an another way to bypass it ?

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • Do I need to be a genius to succeed in this field? [on hold]

    - by user46104
    I could not draw in high school only stick figures I have adhd but I thought some people with adhd/autism in this field are making inventions Do I have to be like michael angelo who could remember his dreams and drawed perfectly or is that someone else.Do I need to be able to read very fast like 30 books a year? sorry I never had a career counsellor who really supported me to dream big and to find me other people who can test if I am qualified for such dreams

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  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Different iPhone screen resolutions and game graphics

    - by Luke
    We are developing a 2D game for iPhone using cocos2d-x. The artists are drawing the raster graphic for a resoluion of 640x960. For older iPhone devices, those that have a resolution of 320x480, should we provide a completely new set of graphics, to be adapted to the smaller resolution? I was thinking of simply scaling the whole scene of a factor of 2. That would save us the time to write a specific set of graphic elements for the smaller resolution. What is the best practices? How do you guys handle the different screen resolution w.r.t. the graphic part of the game?

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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

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  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Rotating 2D Object

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

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • Splitting Pygame functionality between classes or modules?

    - by sec_goat
    I am attempting to make my pygame application more modular so that different functionalities are split up into different classes and modules. I am having some trouble getting pygame to allow me to draw or load images in secondary classes when the display has been set and pygame.init() has been done in my main class. I have typically used C# and XNA to accomplish this sort of behavior, but this time I need to use python. How do I init pygame in class1, then create an instance of class2 which loads and converts() images. I have tried pygame.init() in class 2 but then it tells me no display mode has been set, when it has been set in class1. I am under the impression i do not wnat to create multiple pygame.displays as that gets problematic I am probably missing something pythonic and simple but I am not sure what. How do I create a Display class, init python and then have other modules do my work like loading images, fonts etc.? here is the simplest version of what I am doing: class1: def __init__(self): self.screen = pygame.display.set_mode((600,400)) self.imageLoader = class2() class2: def __init__(self): self.images = ['list of images'] def load_images(): self.images = os.listdir('./images/') #get all images in the images directory for img in self.images: #read all images in the directory and load them into pygame new_img = pygame.image.load(os.path.join('images', img)).convert() scale_img = pygame.transform.scale(new_img, (pygame.display.Info().current_w, pygame.display.Info().current_h)) self.images.append(scale_img) if __name__ == "__main__": c1 = class1() c1.imageLoader.load_images() Of course when it tries to load an convert the images it tells me pygame has not been initialized, so i throw in a pygame.init() in class2 ( i have heard it is safe to init multiple times) and then the error goes to pygame.error: No video mode has been set

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Make Sprite Jump Upon a Platform

    - by Geore Shg
    I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions like Public platformList As List(Of Vector2) This is the collision detection under update() Dim mainSpriteRect As Rectangle = New Rectangle(CInt(mainSprite.Position.X), CInt(mainSprite.Position.Y), mainSprite.texture.Width, mainSprite.texture.Height) 'a node is simply a class with the texture and position' For Each _node As Node In _gameMap.nodeList Dim blockRect As Rectangle = New Rectangle(CInt(_node.Position.X), CInt(_node.Position.Y), _BlocksTexture.Width, _BlocksTexture.Height) If mainSpriteRect.Intersects(blockRect) Then 'what should I do here? For example velocity and position?' End If If (_node.Position.Y > 800) Then nodeList.Remove(_node) End If Next

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  • Advantages of Steam Greenlight

    - by ashes999
    Let's assume that I can pick a fairly decent game, build it, and finish it with sufficient chrome plating; let's also assume that I can market it myself to some extent, through my own website. What exactly are the advantages of going through Steam Greenlight? Assuming I can actually get through the process and reach sufficient critical mass to be "Greenlight." Can I really expect a lot more marketing (and sales) if I succeed?

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