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  • Steady zoom on center in LWJGL (Modelview)

    - by l5p4ngl312
    I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom value). 2. It zooms in on the bottom left corner of the screen rather than the center. Eventually, I would like to have the zoom focused on the mouse position. I have tried to fix these problems by make it glScaled(zoom^12, zoom^12, 1) so that the greater the zoom value, the faster it will zoom in order to balance out the faster zoom at lower zoom values. To compensate for the zoom focused on the bottom left, I have tried to subtract (zoom+1)^10 + 2^10 from the X and Y of each sprite. This results in a curved zoom path, first to the left and then to the right. It is a 2D game.

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  • Running an a single action on multiple sprites at the same time

    - by Stephen
    Ok so I have created a spiraling animation for a football and I want to be able to run it on 2 sprites at the same time. This is what I have done. CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [Sprite1 runAction: repeat]; [Sprite2 runAction: repeat]; but it only runs the action on the first sprite. What am I doing wrong?

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • Level selection view - similiar to Angry Bird's

    - by Piotr
    I am making game and need to prepare view for level selection. Could you recommend me some opensource library which could I use? I need icons to vibrate after long pressing one of them, some callbacks after choosing them, possibility to prepare custom icon's view, page control and horizontal scrolling. I was trying to use OpenSpringBoard but weirdly couldn't see scrollview and pagecontrol working in this project - it seems that there's possibility to use only one page. On the other hand, myLauncher(https://github.com/dlinsin/myLauncher) isn't so easy to include in project, as I need a seperate view with some delegate methods. I need to be compatible with iOS 4.2

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  • 2D XNA Tile Based Lighting. Ideas and Methods

    - by Twitchy
    I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile based lighting that terraria uses, I want to implement point lights for torches, etc. I have seen Catalin Zima’s shader based shadows, and this would be perfect for the torches (point lights). My problem here is that the tiles on the surface of the world need to be illuminated, doing this by a big point light is firstly extremely expensive, but also doesn't look right. What I need help with (overall) is... To have a surface that is illuminated regardless of torches, etc. To also have point lights, or smooth tile lighting similar to Catalin Zima’s shader based shadows. Looking forward to your replies. Any ideas are appreciated.

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Sphere Texture Mapping shows visible seams

    - by AvengerDr
    As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have been duplicated. However there still is a visible seam. Here is how I calculate the UV coordinates: float longitude = (float)Math.Atan2(normal.X, -normal.Z); float latitude = (float)Math.Acos(normal.Y); float u = (float)(longitude / (Math.PI * 2.0) + 0.5); float v = (float)(latitude / Math.PI); Is this a problem in the coordinates or a mipmapping issue?

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • Collision detection when pathfinding with pathnodes, UDK

    - by Dave Voyles
    I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes). It's doing a swell job of going from point to point in a set order (although I would like for it to be a random patrol at some point), but it gets caught up on collision from time to time. I.E. He'll walk the same set path, and when he runs into the blocks in the middle of the map he continues to rub against them until they finish, and continues on his merry way to the next path node. How can I prevent this from happening, or at least have him move from the wall if he does a trace and detects that it is there? It looks like I need to use MoveToward() instead of MoveTo(), as MoveToward allows the pawn to adjust its course during movement. I'm just not sure of how to use those paramters. Mougli has a decent tutorial on it[/URL], but I can't seem to get it to work correctly with my pathnode array. class PathfindingAIController extends UDKBot; var array Waypoints; var int _PathNode; //declare it at the start so you can use it throughout the script var int CloseEnough; simulated function PostBeginPlay() { local PathNode Current; super.PostBeginPlay(); //add the pathnodes to the array foreach WorldInfo.AllActors(class'Pathnode',Current) { Waypoints.AddItem( Current ); } } simulated function Tick(float DeltaTime) { local int Distance; local Rotator DesiredRotation; super.Tick(DeltaTime); if (Pawn != None) { // Smoothly rotate the pawn towards the focal point DesiredRotation = Rotator(GetFocalPoint() - Pawn.Location); Pawn.FaceRotation(RLerp(Pawn.Rotation, DesiredRotation, 3.125f * DeltaTime, true), DeltaTime); } Distance = VSize2D(Pawn.Location - Waypoints[_PathNode].Location); if (Distance <= CloseEnough) { _PathNode++; } if (_PathNode >= Waypoints.Length) { _PathNode = 0; } GoToState('Pathfinding'); } auto state Pathfinding { Begin: if (Waypoints[_PathNode] != None) // make sure there is a pathnode to move to { MoveTo(Waypoints[_PathNode].Location); //move to it `log("STATE: Pathfinding"); } } DefaultProperties { CloseEnough=400 bIsplayer = True }

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • Making a game preloader (Flash) [closed]

    - by Artemix
    Possible Duplicate: How do you create a single/internal pre-loader for a Flash game written using Flex? Hi guys, Im trying to make a preloader in a Flash game. Thing is, I need some advices on this since I never made one, I have the game almost complete, but when, i.e, I upload the game to a website I get a white screen for a few seconds, and then I see the game. Is there a simple way, maybe using an a API or something like that, to make a preloader screen? Im using Flash Builder fyi. Thx!

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • UnrealScript error: Importing defaults for actor: Changing Role in defaultproperties illegal, - what is it importing?

    - by user3079666
    I added the line var float Mass; to Actor and commented it out of the classes that inherit from actor and declare it, fixed all issues but I now get the error message: Error, Importing defaults for Actor: Changing Role in defaultproperties is illegal (was RemoteRole intended?) The thing is, I did not change anything related to Role or in defaultproperties. Also since it says Importing, I'm guessing it's some ini file.. any clues?

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • Recently "exposed" to Clicksor

    - by I take Drukqs
    Previous information concerning my issue can be found here: Virus...? Tons of people talking. Not sure where else to ask. I heard the loud sounds and whatnot from one of the ads but nothing was harmed and other than having the life scared out of me nothing was immediately affected. Literally nothing has changed. I really don't know what to do. My PC seems fine and from what Malwarebytes and Spybot tells me none of my files have been infected with anything. If you need more information I will be glad to supply it. Thanks in advance. Malwarebytes quick and full scan: Clean. Spybot S&D scan: Clean. HijackThis log: Logfile of Trend Micro HijackThis v2.0.4 Scan saved at 5:23:33 PM, on 2/2/2011 Platform: Windows 7 (WinNT 6.00.3504) MSIE: Internet Explorer v8.00 (8.00.7600.16700) Boot mode: Normal Running processes: C:\Program Files (x86)\DeviceVM\Browser Configuration Utility\BCU.exe C:\Program Files (x86)\NEC Electronics\USB 3.0 Host Controller Driver\Application\nusb3mon.exe C:\Program Files (x86)\Common Files\InstallShield\UpdateService\issch.exe C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe C:\Program Files (x86)\Pidgin\pidgin.exe C:\Program Files (x86)\Steam\Steam.exe C:\Program Files (x86)\Mozilla Firefox\firefox.exe C:\Program Files (x86)\uTorrent\uTorrent.exe C:\Fraps\fraps.exe C:\Program Files (x86)\Mozilla Firefox\plugin-container.exe C:\Program Files (x86)\Trend Micro\HiJackThis\HiJackThis.exe R1 - HKCU\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKCU\Software\Microsoft\Internet Explorer\Main,Start Page = http://go.microsoft.com/fwlink/?LinkId=69157 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Page_URL = http://go.microsoft.com/fwlink/?LinkId=69157 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Search_URL = http://go.microsoft.com/fwlink/?LinkId=54896 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKLM\Software\Microsoft\Internet Explorer\Main,Start Page = http://go.microsoft.com/fwlink/?LinkId=69157 R0 - HKLM\Software\Microsoft\Internet Explorer\Search,SearchAssistant = R0 - HKLM\Software\Microsoft\Internet Explorer\Search,CustomizeSearch = R0 - HKLM\Software\Microsoft\Internet Explorer\Main,Local Page = C:\Windows\SysWOW64\blank.htm R0 - HKCU\Software\Microsoft\Internet Explorer\Toolbar,LinksFolderName = R3 - URLSearchHook: SearchHook Class - {BC86E1AB-EDA5-4059-938F-CE307B0C6F0A} - C:\Program Files (x86)\DeviceVM\Browser Configuration Utility\AddressBarSearch.dll F2 - REG:system.ini: UserInit=userinit.exe O2 - BHO: AcroIEHelperStub - {18DF081C-E8AD-4283-A596-FA578C2EBDC3} - C:\Program Files (x86)\Common Files\Adobe\Acrobat\ActiveX\AcroIEHelperShim.dll O2 - BHO: Windows Live ID Sign-in Helper - {9030D464-4C02-4ABF-8ECC-5164760863C6} - C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WindowsLiveLogin.dll O2 - BHO: Java(tm) Plug-In 2 SSV Helper - {DBC80044-A445-435b-BC74-9C25C1C588A9} - C:\Program Files (x86)\Java\jre6\bin\jp2ssv.dll O4 - HKLM\..\Run: [BCU] "C:\Program Files (x86)\DeviceVM\Browser Configuration Utility\BCU.exe" O4 - HKLM\..\Run: [JMB36X IDE Setup] C:\Windows\RaidTool\xInsIDE.exe O4 - HKLM\..\Run: [NUSB3MON] "C:\Program Files (x86)\NEC Electronics\USB 3.0 Host Controller Driver\Application\nusb3mon.exe" O4 - HKLM\..\Run: [ISUSScheduler] "C:\Program Files (x86)\Common Files\InstallShield\UpdateService\issch.exe" -start O4 - HKLM\..\Run: [ISUSPM Startup] C:\PROGRA~2\COMMON~1\INSTAL~1\UPDATE~1\ISUSPM.exe -startup O4 - HKLM\..\Run: [Adobe Reader Speed Launcher] "C:\Program Files (x86)\Adobe\Reader 10.0\Reader\Reader_sl.exe" O4 - HKLM\..\Run: [Adobe ARM] "C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe" O4 - HKLM\..\Run: [SunJavaUpdateSched] "C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe" O4 - HKLM\..\RunOnce: [Malwarebytes' Anti-Malware] C:\Program Files (x86)\Malwarebytes' Anti-Malware\mbamgui.exe /install /silent O4 - HKCU\..\Run: [ISUSPM Startup] C:\PROGRA~2\COMMON~1\INSTAL~1\UPDATE~1\ISUSPM.exe -startup O4 - HKUS\S-1-5-19\..\Run: [Sidebar] %ProgramFiles%\Windows Sidebar\Sidebar.exe /autoRun (User 'LOCAL SERVICE') O4 - HKUS\S-1-5-19\..\RunOnce: [mctadmin] C:\Windows\System32\mctadmin.exe (User 'LOCAL SERVICE') O4 - HKUS\S-1-5-20\..\Run: [Sidebar] %ProgramFiles%\Windows Sidebar\Sidebar.exe /autoRun (User 'NETWORK SERVICE') O4 - HKUS\S-1-5-20\..\RunOnce: [mctadmin] C:\Windows\System32\mctadmin.exe (User 'NETWORK SERVICE') O10 - Unknown file in Winsock LSP: c:\program files (x86)\common files\microsoft shared\windows live\wlidnsp.dll O10 - Unknown file in Winsock LSP: c:\program files (x86)\common files\microsoft shared\windows live\wlidnsp.dll O23 - Service: @%SystemRoot%\system32\Alg.exe,-112 (ALG) - Unknown owner - C:\Windows\System32\alg.exe (file missing) O23 - Service: AppleChargerSrv - Unknown owner - C:\Windows\system32\AppleChargerSrv.exe (file missing) O23 - Service: Browser Configuration Utility Service (BCUService) - DeviceVM, Inc. - C:\Program Files (x86)\DeviceVM\Browser Configuration Utility\BCUService.exe O23 - Service: DES2 Service for Energy Saving. (DES2 Service) - Unknown owner - C:\Program Files (x86)\GIGABYTE\EnergySaver2\des2svr.exe O23 - Service: @%SystemRoot%\system32\efssvc.dll,-100 (EFS) - Unknown owner - C:\Windows\System32\lsass.exe (file missing) O23 - Service: @%systemroot%\system32\fxsresm.dll,-118 (Fax) - Unknown owner - C:\Windows\system32\fxssvc.exe (file missing) O23 - Service: InstallDriver Table Manager (IDriverT) - Macrovision Corporation - C:\Program Files (x86)\Common Files\InstallShield\Driver\11\Intel 32\IDriverT.exe O23 - Service: JMB36X - Unknown owner - C:\Windows\SysWOW64\XSrvSetup.exe O23 - Service: @keyiso.dll,-100 (KeyIso) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @comres.dll,-2797 (MSDTC) - Unknown owner - C:\Windows\System32\msdtc.exe (file missing) O23 - Service: @%SystemRoot%\System32\netlogon.dll,-102 (Netlogon) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: NVIDIA Driver Helper Service (NVSvc) - Unknown owner - C:\Windows\system32\nvvsvc.exe (file missing) O23 - Service: @%systemroot%\system32\psbase.dll,-300 (ProtectedStorage) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @%systemroot%\system32\Locator.exe,-2 (RpcLocator) - Unknown owner - C:\Windows\system32\locator.exe (file missing) O23 - Service: @%SystemRoot%\system32\samsrv.dll,-1 (SamSs) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @%SystemRoot%\system32\snmptrap.exe,-3 (SNMPTRAP) - Unknown owner - C:\Windows\System32\snmptrap.exe (file missing) O23 - Service: @%systemroot%\system32\spoolsv.exe,-1 (Spooler) - Unknown owner - C:\Windows\System32\spoolsv.exe (file missing) O23 - Service: @%SystemRoot%\system32\sppsvc.exe,-101 (sppsvc) - Unknown owner - C:\Windows\system32\sppsvc.exe (file missing) O23 - Service: Steam Client Service - Valve Corporation - C:\Program Files (x86)\Common Files\Steam\SteamService.exe O23 - Service: NVIDIA Stereoscopic 3D Driver Service (Stereo Service) - NVIDIA Corporation - C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPISvr.exe O23 - Service: @%SystemRoot%\system32\ui0detect.exe,-101 (UI0Detect) - Unknown owner - C:\Windows\system32\UI0Detect.exe (file missing) O23 - Service: @%SystemRoot%\system32\vaultsvc.dll,-1003 (VaultSvc) - Unknown owner - C:\Windows\system32\lsass.exe (file missing) O23 - Service: @%SystemRoot%\system32\vds.exe,-100 (vds) - Unknown owner - C:\Windows\System32\vds.exe (file missing) O23 - Service: @%systemroot%\system32\vssvc.exe,-102 (VSS) - Unknown owner - C:\Windows\system32\vssvc.exe (file missing) O23 - Service: @%SystemRoot%\system32\Wat\WatUX.exe,-601 (WatAdminSvc) - Unknown owner - C:\Windows\system32\Wat\WatAdminSvc.exe (file missing) O23 - Service: @%systemroot%\system32\wbengine.exe,-104 (wbengine) - Unknown owner - C:\Windows\system32\wbengine.exe (file missing) O23 - Service: @%Systemroot%\system32\wbem\wmiapsrv.exe,-110 (wmiApSrv) - Unknown owner - C:\Windows\system32\wbem\WmiApSrv.exe (file missing) O23 - Service: @%PROGRAMFILES%\Windows Media Player\wmpnetwk.exe,-101 (WMPNetworkSvc) - Unknown owner - C:\Program Files (x86)\Windows Media Player\wmpnetwk.exe (file missing) -- End of file - 7889 bytes

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Drawing multiple Textures as tilemap

    - by DocJones
    I am trying to draw a 2d game map and the objects on the map in a single pass. Here is my OpenGL initialization code // Turn off unnecessary operations glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_STENCIL_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); // activate pointer to vertex & texture array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); My drawing code is being called by a NSTimer every 1/60 s. Here is the drawing code of my world object: - (void) draw:(NSRect)rect withTimedDelta:(double)d { GLint *t; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:@"blocks"]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (int x=0; x<[_map getWidth] ; x++) { for (int y=0; y<[_map getHeight] ; y++) { GLint v[] = { 16*x ,16*y, 16*x+16,16*y, 16*x+16,16*y+16, 16*x ,16*y+16 }; t=[_textureManager getBlockWithNumber:[_map getBlockAtX:x andY:y]]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } } } (_textureManager is a Singelton only loading a texture once!) The object drawing codes is identical (except the nested loops) in terms of OpenGL calls: - (void) drawWithTimedDelta:(double)d { GLint *t; GLint v[] = { 16*xpos ,16*ypos, 16*xpos+16,16*ypos, 16*xpos+16,16*ypos+16, 16*xpos ,16*ypos+16 }; glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:_textureName]); t=[_textureManager getBlockWithNumber:12]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } As soon as my central drawing routine calls the two drawing methods the second call overlays the first one. i would expect the call to world.draw to draw the map and "stamp" the objects upon it. Debugging shows me, that the first call is performed correctly (world is being drawn), but the following call to all objects ONLY draws the objects, the rest of the scene is getting black. I think i need to blend the drawn textures, but i cant seem to figure out how. Any help is appreciated. Thanks PS: Here is the github link to the project. It may not be in sync of my post here, but for some more in-depth analysis it may help.

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