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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • Well-tested libraries for player ratings?

    - by Lucky
    It's common in games to implement some sort of numerical ranking system -- the ELO system is usually used in chess. I could implement this system naively using Wikipedia's descriptions, but I suspect that this would open up a whole box of problems that have already been solved: rating inflation, etc -- for instance, the ELO system has a K constant that's 'fudged' according to rating, duration, pairings, statistics, ... What are some libraries (I'm looking at Python, but anything is okay) that implements rating systems? It also doesn't have to be ELO.

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Physic engine for snooker/billard game

    - by Marc Gillé
    I think most billard/snooker games have a lot of problems with their physic engines. They are far away from realistic and you can't really enjoy the game (especially when snooker is your hobby :) ) So I want to try to make an own physic engine (and own snooker game). I think the physic engine is the most important part of such a game. So my question is: Do anybody know an open physic enginge I can start with? Is there any literature about such physic problems?

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  • How to calculate vertext normals for a mesh in Java in OpenGL ES application?

    - by alan mc
    Can some one point me to Java code ( in Java not C or C++) that calculates all the normals for all the vertices of a mesh for OpenGL ES application. I need this for lighting. Lets say I have a cube with following vertices and indices: float vertices[] = { -width, -height, -depth, // 0 width, -height, -depth, // 1 width, height, -depth, // 2 -width, height, -depth, // 3 -width, -height, depth, // 4 width, -height, depth, // 5 width, height, depth, // 6 -width, height, depth // 7 }; short indices[] = { 0, 2, 1, 0, 3, 2, 1,2,6, 6,5,1, 4,5,6, 6,7,4, 2,3,6, 6,3,7, 0,7,3, 0,4,7, 0,1,5, 0,5,4 }; In above specific example how many normals we need ?

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  • How to deal with Character body parts from Design to Cocos2d

    - by Edwin Soho
    I'm trying to figure out the pattern the game developers use together with game designers: See the picture below with the independent parts: Questions: 1) Should I create different image parts from different body parts or keep frame by frame animaton? (I know both can be used, but I'm trying to figure what is commonly used in the industry) 2) If I'm going to generate different image parts from different body parts (which is I thing is more logical) how would I export that to Cocos2d (Vector or Bitmap)?

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • GLSL Normals not transforming propertly

    - by instancedName
    I've been stuck on this problem for two days. I've read many articles about transforming normals, but I'm just totaly stuck. I understand choping off W component for "turning off" translation, and doing inverse/traspose transformation for non-uniform scaling problem, but my bug seems to be from a different source. So, I've imported a simple ball into OpenGL. Only transformation that I'm applying is rotation over time. But when my ball rotates, the illuminated part of the ball moves around just as it would if direction light direction was changing. I just can't figure out what is the problem. Can anyone help me with this? Here's the GLSL code: Vertex Shader: #version 440 core uniform mat4 World, View, Projection; layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec3 VertexColor; layout(location = 2) in vec3 VertexNormal; out vec4 Color; out vec3 Normal; void main() { Color = vec4(VertexColor, 1.0); vec4 n = World * vec4(VertexNormal, 0.0f); Normal = n.xyz; gl_Position = Projection * View * World * vec4(VertexPosition, 1.0); } Fragment Shader: #version 440 core uniform vec3 LightDirection = vec3(0.0, 0.0, -1.0); uniform vec3 LightColor = vec3(1f); in vec4 Color; in vec3 Normal; out vec4 FragColor; void main() { diffuse = max(0.0, dot(normalize(-LightDirection), normalize(Normal))); vec4 scatteredLight = vec4(LightColor * diffuse, 1.0f); FragColor = min(Color * scatteredLight, vec4(1.0)); }

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • Algorithm to map an area [on hold]

    - by user37843
    I want to create a crawler that starts in a room and from that room to move North,East,West and South until there aren't any new rooms to visit. I don't want to have duplicates and the output format per line to be something like this: current room, neighbour 1, neighbour 2 ... and in the end to apply BFS algorithm to find the shortest path between 2 rooms. Can anyone offer me some suggestion what to use? Thanks

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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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  • Making a mobile app from a board game. Copyright infringement?

    - by Claudio Coelho
    Me and a friend got hooked on a board game and soon realized that we didn't need the board game to play, instead we could play it with pen and paper with extreme ease and satisfaction. The next step was to develop a simple android app to play it. We have been using this to play and it's fun, and we are interested in publishing it, but we are worried eventual copyright issues. The concept of the game - itself very simple, merely a type of trivia game, where each round has different rules - is the same, the name is different as is all the art. Does anybody know if we infringe copyrights if we were to publish it? Thanks

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  • Java Slick2d - Mouse picking how to take into account camera

    - by Corey
    When I move it it obviously changes the viewport so my mouse picking is off. My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I have the numbers hard coded just for testing purposes. How would I take into account the camera so my mouse picking works correctly. double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } That is my mouse picking code

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • How much localizations is too much for a game?

    - by Krom Stern
    We are making an RTS game and we intend to add localizations to all languages our players use. So far we have 16 locales and about 3-4 are being planned. Now some crazy ideas pop up from our community, players ask for "funny text" localizations. We have been already offered a pack that makes it for 1 of our languages. Now I was thinking where should we draw a line between official localizations which we include into the game and unofficial mods that players will have to install on their own? Obviously overcrowding locale selection menu with all sorts of funny locales (LOL-cat, redneck, welsh, medieval, simplified, etc.) for all the languages seems way too much. But is it really? What are the hidden pros and cons of having too much locales and how much is too much?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Quaternion based rotation and pivot position

    - by Michael IV
    I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the space and not a local pivot which is what I want. Here is the code [Using Java] Quaternion rotation method: public void rotateTo3(float xr, float yr, float zr) { _rotation.x = xr; _rotation.y = yr; _rotation.z = zr; Quaternion xrotQ = Glm.angleAxis((xr), Vec3.X_AXIS); Quaternion yrotQ = Glm.angleAxis((yr), Vec3.Y_AXIS); Quaternion zrotQ = Glm.angleAxis((zr), Vec3.Z_AXIS); xrotQ = Glm.normalize(xrotQ); yrotQ = Glm.normalize(yrotQ); zrotQ = Glm.normalize(zrotQ); Quaternion acumQuat; acumQuat = Quaternion.mul(xrotQ, yrotQ); acumQuat = Quaternion.mul(acumQuat, zrotQ); Mat4 rotMat = Glm.matCast(acumQuat); _model = new Mat4(1); scaleTo(_scaleX, _scaleY, _scaleZ); _model = Glm.translate(_model, new Vec3(_pivot.x, _pivot.y, 0)); _model =rotMat.mul(_model);//_model.mul(rotMat); //rotMat.mul(_model); _model = Glm.translate(_model, new Vec3(-_pivot.x, -_pivot.y, 0)); translateTo(_x, _y, _z); notifyTranformChange(); } Model matrix scale method: public void scaleTo(float x, float y, float z) { _model.set(0, x); _model.set(5, y); _model.set(10, z); _scaleX = x; _scaleY = y; _scaleZ = z; notifyTranformChange(); } Translate method: public void translateTo(float x, float y, float z) { _x = x - _pivot.x; _y = y - _pivot.y; _z = z; _position.x = _x; _position.y = _y; _position.z = _z; _model.set(12, _x); _model.set(13, _y); _model.set(14, _z); notifyTranformChange(); } But this method in which I don't use Quaternion works fine: public void rotate(Vec3 axis, float angleDegr) { _rotation.add(axis.scale(angleDegr)); // change to GLM: Mat4 backTr = new Mat4(1.0f); backTr = Glm.translate(backTr, new Vec3(_pivot.x, _pivot.y, 0)); backTr = Glm.rotate(backTr, angleDegr, axis); backTr = Glm.translate(backTr, new Vec3(-_pivot.x, -_pivot.y, 0)); _model =_model.mul(backTr);///backTr.mul(_model); notifyTranformChange(); }

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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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