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  • SlimDX Texture2D from DataRectangle array

    - by Rebekah Bryant
    I'm totally new to DirectX. I'm using SlimDX to create a texture consisting of 13046 DataRectangles. Here's my code. It's breaking on the Texture2D constructor with "E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)." inParms is just a struct containing handle to a Panel. public Renderer(Parameters inParms, ref DataRectangle[] inShapes) { Texture2DDescription description = new Texture2DDescription() { Width = 500, Height = 500, MipLevels = 1, ArraySize = inShapes.Length, Format = Format.R32G32B32_Float, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }; SwapChainDescription chainDescription = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, Usage = Usage.RenderTargetOutput, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.None, OutputHandle = inParms.Handle, SwapEffect = SwapEffect.Discard }; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, chainDescription, out mDevice, out mSwapChain); Texture2D texture = new Texture2D(Device, description, inShapes); } EDIT: Running with the Debug flag set, I got: D3D11 ERROR: ID3D11Device::CreateTexture2D: The format (0x6, R32G32B32_FLOAT) cannot be bound as a RenderTarget, or cast to a format that could be bound as a RenderTarget. This is because the current graphics implementation does not even support this Format. Therefore this format does not support D3D11_BIND_RENDER_TARGET. Use CheckFormatSupport to check Format support. [ STATE_CREATION ERROR #92: CREATETEXTURE2D_UNSUPPORTEDFORMAT] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN]

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Custom Music in Skyrim's Creation Kit?

    - by CptSupermrkt
    Can you bring in external music such as mp3s? If so, how? I didn't see anything about this in the wiki Bethesda released. Also how does this work with regards to the Steam Workshop? Don't imagine they would appreciate uploading copyrighted content. I don't particularly care about making a public mod, I just want to screw around privately and create dungeons/towns using music from some of my favorite games. Thanks.

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Read only array, deep copy or retrieve copies one by one? (Performance and Memory)

    - by Arthur Wulf White
    In a garbage collection based system, what is the most effective way to handle a read only array if such a structure does not exist natively in the language. Is it better to return a copy of an array or allow other classes to retrieve copies of the objects stored in the array one by one? @JustinSkiles: It is not very broad. It is performance related and can actually be answered specifically for two general cases. You only need very few items: in this situation it's more effective to retrieve copies of the objects one by one. You wish to iterate over 30% or more objects. In this cases it is superior to retrieve all the array at once. This saves on functions calls. Function calls are very expansive when compared to reading directly from an array. A good specific answer could include performance, reading from an array and reading indirectly through a function. It is a simple performance related question.

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  • Map building - Tower Defense

    - by Dan K
    Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have found a simple background image with a path drawn on it and my question is how would I go about building a path so that I can animate my objects. Would I have to take the image and overlay a grid system, or can I store the path in some sort of array and have my objects move across it? Here is the background image:

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  • how to link a c++ object to a local variable in Lua

    - by MahanGM
    I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which instantiate a new entity from a given entity index: function Update() local bullet = create_entity(0, 0, "obj_bullet") end create_entity returns a table which is the properties of the created entity. Now how can I make a connection between bullet variable and my newly created object? Right now for previously added objects to the scene, I simply set a global table for each of them and then after every call to Update(), I go through registered names to find object tables and perform new changes. Like the one below: function Update() if keyboard_key_press(vk_right) then obj_player.x += 3 end I can get obj_player table because I know its name from C++, plus I can get it as a global table and simply reach for the first instance named obj_player. Is there any solution for me to make bullet variable act like this? I was thinking to get all local variables in Update() function and check for every one to see if is it table and it has an unique field attached to it like id, this way I can determine that this is an object table and do the rest of the process. By the way, is this interface going to work easier with luaBind if I implement it? Bottom line: How can I make a local variable in Lua that receives a table from create_entity function and track that local variable to capture it from C++. e. g. function Update() local bullet = create_entity(0, 0, "obj_bullet") bullet.x = 10 <== Commit a change in table end Now I want to get variable bullet from C++. And it's not just this variable, there might be a ton of these local variables with different names.

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Realistic planetary terrain generation with weights

    - by Programmdude
    I need terrain generation for a planet. The planet will be divided up into several hundred hexes, and I need it to be realistic and based on weights. I have dabbled in terrain generation before, but nothing like this. So I figure it would be a good idea to ask the community for answers, recommended articles or the like. By realistic, I mean not just random hexes, but continent shaped things with a few islands. More desert around the equator and more ice around the poles. I also have two weights I need to base it around: ice percentage and water percentage. That means that around XX% of the planet will need to be water. Does anyone have any advice or places to start? Generating arbitrary terrain is easy, but something a bit more "organic" like this seems rather difficult. It also needs to be seamless. Should be obvious since it's a planet, but no harm in pointing it out.

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  • "Unable to create OpenGL 3.3 context (flags 0, profile 1)"

    - by Tsvetan
    Trying to run any of the well-known McKesson's tutorials on a friend's laptop results in the aforementioned exception. I read that in order to run applications which use OpenGL 3.3 you must at least have an ATI HD or Nvidia 8xxx GPU series. He has an ATI HD class graphics processor which eliminates (maybe) this issue. Also, I read that this error may result in having old drivers. He updated his drivers but that didn't solve the problem. The tutorials are built as said in the book introduction and glsdk is installed. If more information is needed, say so and I will provide it. What are the other reasons for this kind of exception? And how can I fix them?

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • Best practices with Vertices in Open GL

    - by Darestium
    What is the best practice in regards to storing vertex data in Open GL? I.e: struct VertexColored { public: GLfloat position[]; GLfloat normal[]; byte colours[]; } class Terrian { private: GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; VertexColored vertices[]; } or having them stored seperatly in the required class like: class Terrian { private: GLfloat vertices[]; GLfloat normals[]; GLfloat colors[]; GLuint vbo_vertices; GLuint vbo_normals; GLuint vbo_colors; GLuint ibo_elements; }

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • Illumination and Shading for computer graphics class

    - by Sam I Am
    I am preparing for my test tomorrow and this is one of the practice questions. I solved it partially but I am confused with the rest. Here is the problem: Consider a gray world with no ambient and specular lighting ( only diffuse lighting). The screen coordinates of a triangle P1,P2,P3, are P1=(100,100), P2= (300,150), P3 = (200, 200). The gray values at P!,P2,P3 are 1/2, 3/4, and 1/4 respectively. The light is at infinity and its direction and gray color are (1,1,1) and 1.0 respectively. The coefficients of diffused reflection is 1/2. The normals of P1,P2,P3 are N1= (0,0,1), N2 = (1,0,0), and N3 = (0,1,0) respectively. Consider the coordinates of three points P1,P2,P3 to be 0. Do not normalize the normals. I have computed that the illumination at the 3 vertices P1,P2,P3 is (1/4,3/8,1/8). Also I computed that interpolation coefficients of a point P inside the triangle whose coordinates are (220, 160) are given by (1/5,2/5,2/5). Now I have 4 more questions regarding this problem. 1) The illumination at P using Gouraud Shading is: i) 1/2 The answer is 1/2, but I have no idea how to compute it.. 2) The interpolated normal at P is given by i) (2/5, 2/5,1/5) ii) (1/2, 1/4, 1/4) iii) (3/5, 1/5, 1/5) 3) The interpolated color at P is given by: i) 1/2 Again, I know the correct answer but no idea how to solve it 4) The illumination at P using Phong Shading is i) 1/4 ii) 9/40 iii) 1/2

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  • Making a surface transparent from blackness of texture

    - by Dan the Man
    I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I don't want a cutout, because that cuts it off at a hard edge. This line of code doesn't seem to work. gl_FragColor = texture2D( vec4( _MainTex.r, _MainTex.g, _MainTex.b, _MainTex.a), vec2(textureCoordinates));

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  • Transparency in XNA-4 primitives

    - by Shashwat
    I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being rendered with four vertices using triangle strips. But to create a door, I'd have to split it into three rectangles as shown in the figure. Four quadrilaterals if I want to have the following door-style It will become more complex to have multiple doors on the same wall or if I have windows. Is there any shorter way to handle this? I am looking for something that will just make the wall transparent wherever I want. I found a solution but facing a problem here

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • game performance

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

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • tunnel effect cocos2d

    - by samfisher
    I am looking to create a similar tunnel effect in COCOS2D (iOS). Could anyone suggest any pointers? ref Video 1 ref Video 2 Till now I have tried with several ring shape sprites with decreasing scale and positioned center to a same point and keeping Z decreasing as well for each smaller sprite. With that, animating it with CCScaleTo and changing the size to 2.0 with animation duration but it does not come anyway near to the tunnel effect shown in the reference. Thanks, sam

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