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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • In concept how is Animation done?

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. As a jump a perfect sine function is acceptable but for motions of arms, weapons or face it would look quite unnatural. Moreover patching every animation out of sine and cosine is stretched to its limits soon. I head of skeletons and rigging already. Although I could not implement skeletal animations I can't imagine that quite natural animations in major games are made of static predefined motion states. So how in general is animation done today?

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • How to make an Actor follow my finger

    - by user48352
    I'm back with another question that may be really simple. I've a texture drawn on my spritebatch and I'm making it move up or down (y-axis only) with Libgdx's Input Handler: touchDown and touchUp. @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { myWhale.touchDownY = screenY; myWhale.isTouched = true; return true; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { myWhale.isTouched = false; return false; } myWhale is an object from Whale Class where I move my texture position: public void update(float delta) { this.delta = delta; if(isTouched){ dragWhale(); } } public void dragWhale() { if(Gdx.input.getY(0) - touchDownY < 0){ if(Gdx.input.getY(0)<position.y+height/2){ position.y = position.y - velocidad*delta; } } else{ if(Gdx.input.getY(0)>position.y+height/2){ position.y = position.y + velocidad*delta; } } } So the object moves to the center of the position where the person is pressing his/her finger and most of the time it works fine but the object seems to take about half a second to move up or down and sometimes when I press my finger it wont move. Maybe there's another simplier way to do this. I'd highly appreciate if someone points me on the right direction.

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  • Too much delay while sending object over UDP to server

    - by RomZes
    I'm getting 4 sec delay when sending objects over UDP. Working on small game and trying to implement multiplayer. For now just trying to synchronize movements of 2 balls on the screen. StartingPoint.java is my server(first player), that receiving serialized objects (coordinates). SecondPlayer.java is client that sending serialized objects to server. When I'm moving my first object it appears 4 seconds later on different screen. StartingPoint.java @Override public void run() { byte[] receiveData = new byte[256]; byte[] sendData = new byte[256]; // DatagramSocket socketS; try { socket = new DatagramSocket(5000); System.out.println("Socket created on "+ port + " port"); } catch (SocketException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } while(true){ b1.update(this); b3.update(); System.out.println("Starting server..."); //// Receiving and deserializing object try { //socket.setSoTimeout(1000); DatagramPacket packet = new DatagramPacket(buf, buf.length); socket.receive(packet); byte[] data = packet.getData(); ByteArrayInputStream in = new ByteArrayInputStream(data); ObjectInputStream is = new ObjectInputStream(in); // socket.setSoTimeout(300); b1 = (Ball) is.readObject(); } catch (IOException | ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } SecondPlayer.java @Override public void run() { while(true){ b.update(); networkSend(); repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } } public void networkSend(){ // Serialize to a byte array try { ByteArrayOutputStream bStream = new ByteArrayOutputStream(); ObjectOutputStream oo; oo = new ObjectOutputStream(bStream); oo.writeObject(b); oo.flush(); oo.close(); byte[] bufCar = bStream.toByteArray(); //socket = new DatagramSocket(); //socket.setSoTimeout(1000); InetAddress address = InetAddress.getByName("localhost"); DatagramPacket packet = new DatagramPacket(bufCar, bufCar.length, address, port); socket.send(packet); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); }

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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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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • Best C++ containers for UI in Games.

    - by Vijayendra
    I am writing some UI stuff for my games in C++. Basically its a very common problem, but I dont know the best answer yet. Suppose inside my UI Library I have a view class which renders 2D/3D scene. This view can contain many subviews. I needs a container which allows me to iterate over these views fast and also insert/delete subviews. I am not sure which container is best for the job - list, vector or something else?

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • Opengl-es picking object

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

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • Does anybody know of any resources to achieve this particular "2.5D" isometric engine effect?

    - by Craig Whitley
    I understand this is a little vague, but I was hoping somebody might be able to describe a high-level workflow or link to a resource to be able to achieve a specific isometric "2.5D" tile engine effect. I fell in love with http://www.youtube.com/watch?v=-Q6ISVaM5Ww this engine. Especially with the lighting and the shaders! He has a brief description of how he achieved what he did, but I could really use a brief flow of where you would start, what you would read up on and learn and the logical order to implement these things. A few specific questions: 1) Is there a heightmap on the ground texture that lets the light reflect brighter on certain parts of it? 2) "..using a special material which calculates the world-space normal vectors of every pixel.." - is this some "magic" special material he has created himself, or can you hazard a guess at what he means? 3) with relation to the above quote - what does he mean by 'world-space normal vectors of every pixel'? 4) I'm guessing I'm being a little bit optimistic when I ask if there's any 'all-in-one' tutorial out there? :)

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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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  • The underlying mechanism in 'yield return www' of Unity3D Game Engine

    - by thyandrecardoso
    In the Unity3D game engine, a common code sequence for getting remote data is this: WWW www = new WWW("http://remote.com/data/location/with/texture.png"); yield return www; What is the underlying mechanism here? I know we use the yield mechanism in order to allow the next frame to be processed, while the download is being completed. But what is going on under the hood when we do the yield return www ? What method is being called (if any, on the WWW class)? Is Unity using threads? Is the "upper" Unity layer getting hold of www instance and doing something?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • XNA ModelMesh.Draw vs GraphicsDevice.DrawIndexedPrimitives

    - by cubrman
    I am using XNA 4.0 and I wonder if drawing models with multiple meshes is better by filling the vertex and index buffers first and calling GraphicsDevice.DrawIndexedPrimitives() or by simply using good ol' foreach(...) {ModelMesh.Draw()}. Is it possible to add data to vertex/index buffers at all in order to pack all the models on the scene in them and then call Draw only once per frame? I would appreciate a link to an in-depth explanation. Thanks.

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • write to depth buffer while using multiple render targets

    - by DocSeuss
    Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; //normal render target float4 Diffuse : COLOR1; //diffuse render target float4 Specular : COLOR2; //specular render target }; This works fine for flat surfaces, but I'm trying to implement relief mapping which requires me to manually write to the depth buffer to get correct silhouettes. MSDN suggests doing what I'm already doing to output to my depth render target - however, this has no impact on z culling. I think it might be because XNA uses a different depth buffer for every RenderTarget2D. How can I address these depth buffers from the pixel shader?

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  • openGL Camera setup for Zoom in/out centered at point under cursor

    - by user3228921
    I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective mode. Now i am trying to do the zoom centered at arbitrary position under the cursor. I am unable to figure out how should i move my camera forward and backward such that point under cursor remains at the same screen coordinates after zoom in/out. Any help would be appreciated. Below are the images which show the desired effect. Just to mention, I am working in a perspective mode with eye target and up vectors to control camera. Same effect i found in google sketchup and 'zoom to mouse position' setting in blender.

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  • With Slick, how to change the resolution during gameplay?

    - by TheLima
    I am developing a tile-based strategy game using Java and the Slick API. So far so good, but I've come to a standstill on my options menu. I have plans for the user to be able to change the resolution during gameplay (it is pretty common, after all). I can already change to fullscreen and back to windowed, this was pretty simple... //"fullScreenOption" is a checkbox-like button. if (fullScreenOption.isMouseOver(mouseX, mouseY)) { if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) { fullScreenOption.state = !fullScreenOption.state; container.setFullscreen(fullScreenOption.state); } } But the container class (Implemented by Slick, not me), contrary to my previous beliefs, does not seem to have any resolution-change functions! And that's pretty much the situation...I know it's possible, but i don't know how to do it, nor what is the class responsible! The AppGameContainer class, used on the very start of the game's initialization, is the only place with any functions for changing the display-mode that I've found so far, but it's only used at the very start, and i haven't found a way to travel back to it from my options menu. //This is my implementation of it... public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new Main()); // app.setTargetFrameRate(60); app.setVSync(true); app.setDisplayMode(800, 600, false); app.start(); } I can define it as a static global on the Main, but it's probably a (very) bad way to do it...

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  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

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