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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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  • fragment shader directional light positioning with camera

    - by meWantToLearn
    Im trying to set up directional lighting in the fragment shader. So the direction of my light moves with the camera position. #version 150 core uniform sampler2D diffuseTex; uniform vec4 lightColour; uniform vec3 lightDirection; vec3 LNorm = normalize(lightDirection); vec3 normal = normalize(IN.normal); vec3 calColour = lightColour[i].rgb * intensity; gl_FragColor = vec4(diffuse.rbg * calColour, diffuse.a); It lights the entire scene.

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  • Jumping a sprite while moving in a Bezier action

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

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  • 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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  • Issue with DFS imlemtation in objetive-c

    - by Hemant
    i am trying to to do something like this Below is my code: -(id) init{ if( (self=[super init]) ) { bubbles_Arr = [[NSMutableArray alloc] initWithCapacity: 9]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:0]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"3",@"3",@"5",@"5",@"1",nil] atIndex:1]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:2]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:3]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:4]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"3",@"5",@"1",nil] atIndex:5]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:6]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:7]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:8]; NOCOLOR = @"-1"; R = 9; C = 5; [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(testting) userInfo:Nil repeats:NO]; } return self; } -(void)testting{ // NSLog(@"dataArray---- %@",dataArray.description); int startR = 0; int startC = 0; int color = 1 ;// red // NSString *color = @"5"; //reset visited matrix to false. for(int i = 0; i < R; i++) for(int j = 0; j < C; j++) visited[i][j] = FALSE; //reset count count = 0; [self dfs:startR :startC :color :false]; NSLog(@"count--- %d",count); NSLog(@"test--- %@",bubbles_Arr); } -(void)dfs:(int)ro:(int)co:(int)colori:(BOOL)set{ for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if((dr == 0 ^ dc == 0) && [self ok:ro+dr :co+dc]) // 4 neighbors { int nr = ro+dr; int nc = co+dc; NSLog(@"-- %d ---- %d",[[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue],colori); if ((([[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue]==1 || [[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] isEqualToString:@"1"]) && !visited[nr][nc])) { visited[nr][nc] = true; count++; [self dfs:nr :nc :colori :set]; if(count>2) { [[bubbles_Arr objectAtIndex:nr] replaceObjectAtIndex:nc withObject:NOCOLOR]; [bubbles[nc+1][nr+1] setTexture:[[CCTextureCache sharedTextureCache] addImage:@"gray_tiger.png"]]; } } } } -(BOOL)ok:(int)r:(int)c{ return r >= 0 && r < R && c >= 0 && c < C; } But it's only working for left to right,not working for right to left. And it is also skipping first object. Thanks in advance.

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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 important is a single-player mode in a 2-player game?

    - by Davy8
    So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available). Let's say there's also a social-aspect to the meta-game, so let's say it's a Chess game on Facebook where you can challenge your friends. How important is it to have a single-player mode, knowing that an AI will need to be created (I've done minimax AI for tic tac toe, but nothing too sophisticated)? Is it important enough that it should be in the initial launch of the game? Can it wait for a future iteration (knowing that being hosted on the web means the game can be updated at any time)?

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  • Building View Matrix in Direct3D11

    - by Balls
    Am I doing it right? I converted this. m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector); to this one. XMVECTOR vz = XMVector3Normalize( lookAtVector - XMLoadFloat3(&m_Position) ); XMVECTOR vx = XMVector3Normalize( XMVector3Cross( upVector, vz ) ); XMVECTOR vy = XMVector3Cross( vz, vx ); m_ViewMatrix.r[0] = vx; m_ViewMatrix.r[1] = vy; m_ViewMatrix.r[2] = vz; m_ViewMatrix.r[3] = XMLoadFloat3(&m_Position); m_ViewMatrix.r[0].m128_f32[3] = 0.0f; m_ViewMatrix.r[1].m128_f32[3] = 0.0f; m_ViewMatrix.r[2].m128_f32[3] = 0.0f; m_ViewMatrix.r[3].m128_f32[3] = 1.0f; m_ViewMatrix = XMMatrixInverse( &XMMatrixDeterminant(m_ViewMatrix), m_ViewMatrix ); Everything looks fine when I run it. Another question is, I saw on this site(http://webglfactory.blogspot.com/2011/06/how-to-create-view-matrix.html) that he subtracted lookat from position in his vector vz. I tried it but gave me wrong view matrix. Can anyone check my code. I'm studying linear algebra right now. Sucks my course doesn't have one. Thank you, Balls

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • Getting to math applications gradually

    - by den-javamaniac
    I'm currently getting a formal degree related to computation, in particular my current focus is numerical programming, scientific computing and machine learning. I'd love to apply that knowledge in game dev and expand it with statistics, probability theory, and graph theory (probably even linear algebra). The question is: which spheres of gamedev are filled with such math stuff, is it possible to advance in those without being a part of a group of people and how to get to it gradually? P.S.: I've got experience with commercial java dev and am getting my hands on C/C++ at the moment, however, I'm opened to go ahead and try Unity3D and etc.

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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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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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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Calc direction vector based on destination vector and distance from enemy in AS3

    - by Phil
    I'm working on a zombie game in AS3 where I want a character to be able to move away from a zombie depending upon how close the zombie is. The character also has a destination that it's trying to get too on the screen. Ok so I have 2 vectors, one pointing to my destination, and one pointing to the zombie which I then invert to get my "away" vector. I then turn the distance between my character and the zombie into a value between 0 and 1. And then I'm stuck on how to get a resultant vector for my character. How would I use my 0-1 value to calculate how much of the away vector is used and how much of the original destination vector is still left if that makes sense? to end up with 1 direction vector to move my character? So if the zombie is right where my character is, then my direction vector = away vector, and if I'm far away from the zombie than my direction vector = destination vector, but how do I calculate the in-between? Ideally need the answer in AS3.

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  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • What are the different ways to texture a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a Heightmap, and to texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use a perlin noise to generate a terrain and then texture it). I already learnt about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. Also I don't know how i'll draw roads or dirt paths with that. I hope you understood me despite my english! If you don't, basically, here what I want to do: How do I texture a randomly generated terrain? :) Thank you for your answers!

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