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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model pieces. MD3 would probably work, but like OBJ, it doesn't have support for triangle strips. Considering the limitations of the formats above, I've come to the conclusion that it may be necessary to write my own format to accommodate my requirements, but that feels like reinventing the wheel. So, I need a format which can specify indexed tri-strips, supports textures, UV-mapping, collision data, can have multiple named segments and supports animations (have I forgotten anything?). Is there any format like that which already exists, or do I have to write my own?

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • Undeclared Scope in Rock Paper Scissors Simple Game

    - by Rianelle
    #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; bool win; int winnings; int draws; int loses; string comChoice; string playerChoice; void winGame () { cout << "You won! Play again?" <<endl; cout << "Type y/n" <<endl; char x; cin >> x; if (x == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; win = true; } } void drawGame (){ ++draws; cout << "Draw! Try again" << endl; return; } void lose () { cout << "You lose! Try again?" <<endl; cout << "Type y/n" <<endl; char feedback; cin >> feedback; if (feedback == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; } } void beginGame() { cout << "Welcome to the Rock, Paper and Scissors Game!" <<endl; cout << "Let's begin. Type <rock, paper, scissors> for your choice!" <<endl; cin >> playerChoice; srand(time(0)); int randomizer = 1+(rand()%3); if (randomizer == 1) comChoice = "rock"; if (randomizer == 2) comChoice = "paper"; if (randomizer == 3) comChoice = "scissors"; do { if (playerChoice == comChoice) { drawGame(); } if (playerChoice == "rock" && comChoice == "paper") ++loses; lose(); if (playerChoice == "rock" && comChoice == "scissors") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "rock") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "scissors") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "rock") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "paper") ++winnings; winGame(); }while (win != true); } int main () { beginGame(); return 0; }

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  • How to implement explosion in OpenGL with a particle effect?

    - by Chan
    I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of randomly generate a collection of vectors with $(x, y, z)$ as origin, then draw some particle (glutSolidCube) which move along this vector for some period of time, says after 1000 updates, it disappear. Is this approach feasible? A minimal example would be greatly appreciated.

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  • How to make Pokémon White 3D effect?

    - by Pipo
    I just wondered how to create a 3D effect similar to Pokemon White/Black? It seems to be not polygon based, but created just with sprites. If the perspective changes the sprites stay sharp and don't get blurred. How can I archive this? Source: https://www.youtube.com/watch?v=fZEPUPYOnRc&feature=youtube_gdata_player Edit: Wow, two downvotes because I used a video instead of screenshots? Don't get me wrong, I thank you, because you want to help me, but the 3D effect can be better understand in motion. Anyway, here is a screenshot: http://wearearcade.com/wp-content/uploads/2011/03/pokemon-black-white-starter-town.jpg So, if this is a hardware limitation, how can I archive this o na different hardware, e.g. a HTML5 game? Thank you.

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

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  • Music for Kids Game!

    - by Dane
    I'm developing a Multimedia Software for Kindergarten Kids. It introduce them to animals, Alphabets, Simple Math, Colors and it contain some simple games. Music is very crucial for my project and it is very important to choose the right sort of music for different sections. But unfortunately I know nothing about music. Is there a music consultant firm which can help me to choose melodies and rythmes for my project from free music available in internet. My Budget is limited but as this is mandatory and I have no knowledge or taste about music, I think I can afford to pay for this.

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  • Blending transition in cocos2d

    - by fiddler
    In my cocos2d-iphone game, I have 2 backgrounds (CCnodes), each containing a quite complex hierarchy of sprites. I would like to make a smooth transition between them: initially, only the first background is visible at the end, only the second one is visible Is there a good way to set the opacity of a full hierarchy of sprites ? I tried to recursively set the opacity of all the contained sprites. It kinda works except that: i guess it's not very efficient i would like the opacity of overlapping sprites to be 'merged' (as if the background was one single big sprite)

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  • Good GUI for OpenGL

    - by Cristina
    I am starting to learn OpenGL with FreeGLUT using the Superbible and the knowledge i have from my elementary graphics to brush up on my skills. To get more from this experience i want to integrate a GUI to overwrite the one FreeGLUT uses, now my question is this: is this thing possible and what library should i use? Some characteristics for the library: Open source Multi-platform (Linux and Windows) C/C++ If you have any other recommendations please feel free to post them along with your answers for my problem.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • How do I go from a simple html5 tic tac toe game to an online 2 player game?

    - by phi1o
    I've been working on an online 2 player Tic Tac Toe solution for blackberries. both old and new. And so far I have html5 code that has a 3 x 3 layout that switches between x and o for the game mechanics. I believe I'm still missing a check for win function but my question is about the server side of this game. I'm not sure how to go about learning what exactly I want. how do you take what I have now, and make this into a functioning online game? I've been told WAMP is a good solution, as well as IIS. and its all really over my head, so i'm hoping to get a little more clarity as far as what I should focus on to bring this game to life.

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  • Drawing texture does not work anymore with a small amount of triangles

    - by Paul
    When i draw lines, the vertices are well connected. But when i draw the texture inside the triangles, it only works with i<4 in the for loop, otherwise with i<5 for example, there is a EXC_BAD_ACCESS message, at @synthesize textureImage = _textureImage. I don't understand why. (The generatePolygons method seems to work fine as i tried to draw lines with many vertices as in the second image below. And textureImage remains the same for i<4 or i<5 : it's a 512px square image). Here are the images : What i want to achieve is to put the red points and connect them to the y-axis (the green points) and color the area (the green triangles) : If i only draw lines, it works fine : Then with a texture color, it works for i<4 in the loop (the red points in my first image, plus the fifth one to connect the last y) : But then, if i set i<5, the debug tool says EXC_BAD_ACCESS at the synthesize of _textureImage. Here is my code : I set a texture color in HelloWordLayer.mm with : CCSprite *textureImage = [self spriteWithColor:color3 textureSize:512]; _terrain.textureImage = textureImage; Then in the class Terrain, i create the vertices and put the texture in the draw method : @implementation Terrain @synthesize textureImage = _textureImage; //EXC_BAD_ACCESS for i<5 - (void)generatePath2{ CGSize winSize = [CCDirector sharedDirector].winSize; float x = 40; float y = 0; for(int i = 0; i < kMaxKeyPoints+1; ++i) { _hillKeyPoints[i] = CGPointMake(x, y); x = 150 + (random() % (int) 30); y += 30; } } -(void)generatePolygons{ _nPolyVertices = 0; float x1 = 0; float y1 = 0; int keyPoints = 0; for (int i=0; i<4; i++){ /* HERE : 4 = OK / 5 = crash */ //V0: at (0,0) _polyVertices[_nPolyVertices] = CGPointMake(x1, y1); _polyTexCoords[_nPolyVertices++] = CGPointMake(x1, y1); //V1: to the first "point" _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); keyPoints++; //from point at index 0 to 1 //V2, same y as point n°2: _polyVertices[_nPolyVertices] = CGPointMake(0, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices++] = CGPointMake(0, _hillKeyPoints[keyPoints].y); //V1 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V2 again _polyVertices[_nPolyVertices] = _polyVertices[_nPolyVertices-2]; _polyTexCoords[_nPolyVertices++] = _polyVertices[_nPolyVertices-2]; //V3 = same x,y as point at index 1 _polyVertices[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); _polyTexCoords[_nPolyVertices] = CGPointMake(_hillKeyPoints[keyPoints].x, _hillKeyPoints[keyPoints].y); y1 = _polyVertices[_nPolyVertices].y; _nPolyVertices++; } } - (id)init { if ((self = [super init])) { [self generatePath2]; [self generatePolygons]; } return self; } - (void) draw { //glDisable(GL_TEXTURE_2D); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, _textureImage.texture.name); glColor4f(1, 1, 1, 1); glVertexPointer(2, GL_FLOAT, 0, _polyVertices); glTexCoordPointer(2, GL_FLOAT, 0, _polyTexCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nPolyVertices); glColor4f(1, 1, 1, 1); for(int i = 1; i < 40; ++i) { ccDrawLine(_polyVertices[i-1], _polyVertices[i]); } // restore default GL states glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } Do you see anything wrong in this code? Thanks for your help

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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