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  • The purpose of using invert and transpose

    - by user699215
    In openGl ES and the World of 3D - why use the invers matrix? The thing is that I dont have any intuition to, why it is used, therefore please correct me: As fare as I understand, it is used in shaders - and can help you to figure out the opposite direction of the normals? Invers in ordinary numbers is like; The product of a number and its multiplicative inverse is 1. Observe that 3/5 * 5/3 = 1. In a matrix this will give you the Identity Matrix, which is the base coordinate system or the orion of the World space - right. But the invers is - some other coordinate system? You can use the transpose(Row-major order to Column-major order) of a square matrix to find the inverted matrix, as calculating the invers is process heavy - and the transpose is giving you the inverted matrix as a bi product? Again, I am looking for getting some intuition of this - and therefore be able to use it as intended. Thank you for any reply that will guide me in the right direction. Regards

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • Batching dynamic sprites in OpenGL

    - by Aaron
    I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything. Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays/glDrawElements or a streaming VBO I assume. Does this sound correct?

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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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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  • XNA 4.0 Refresh AudioEngine, WaveBank and Others Not Found

    - by Peteyslatts
    I'm going through the Learning XNA 4.0 book, and unfortunately I installed XNA 4.0 refresh. All the code up until now has worked, with the exception of me needing to remove the Framework.Net and Framework.Storage. (As a side question, will this be problematic later?) The problem I'm having now is that in my Game1.cs file, I have imported all of the XNA.Framework libraries, and when I try and create instances of any of the following classes, an error pops up saying VisualStudio can't find them: AudiEngine, WaveBank, SoundBank, and Cue. I have googled around for a while, and the only solution I saw was to import Microsoft.Xna.Framework.Xact, but this doesn't seem to exist for me. Any help is much appreciated, Thanks Peter.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • Complete Math Library for use in OpenGL ES 2.0 Game?

    - by Bunkai.Satori
    Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Depth is disabled - How to turn on?

    - by marc wellman
    In XNA 3.1 is there any other way to disable depth in 3D Worlds using DirectX models other than GraphicsDevice.RenderState.DepthBufferEnable = false; ? The reason for my question is I have quite a huge program which offers a 3D World with a couple of 3D DirectX models inside. Depth was never an issue since it ever worked fine but since a few days after doing some modifications my models are all depth-translucent i.e. depth-buffering and/or culling seems to be disabled. But in my whole source code I never touch any of the options related to Depth or Culling which means I never turn these settings on explicitly nor turn it off somewhere. So I am searching for some other statement maybe related to the GraphicsDevice that implicitly turns depth off - but I can't find it. (Sorry that I don't post any source code but I have too much source code and I simply don't know where to search) UPDATE: These are a couple of simple objects seen with correct depth. These are the same objects in their current state.

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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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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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • Calculating a child object's Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor, but have encountered the following problem: I have two objects, A and B. A's initial values: Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) B's initial values: Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) If I now make B a child of A, I need to re-calculate the B's Position, Rotation and Scale relative to A such that it maintains its current position, rotation and scale in world coordinates. So B's position would now be (-2, -2, -2) since now A is its center and (-2, -2, -2) will keep B in the same position. I think I got the Position and scale figured out, but not rotation. So I opened Unity and ran the same example and I noticed that when making a child object, the child object did not move at all. but had its Position, Rotation and Scale values changed relative to the parent. For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When B becomes a child of A, it's rotation values become: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same rotation values into the B object in my editor, the object does not move at all. How did Unity arrive at those rotation values for the child? What are the calculations? If you can put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but the Rotation is what I really need.

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0/WIN32?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Ease Rotate RigidBody2D toward arbitrary angle

    - by Plastic Sturgeon
    I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in FixedUpdate(): rotationdifference = -halfPI + rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); I would expect this would rotate 90 degrees (1/2 Pi Radians) off of the neutral axis. But it does not. In fact it performs exactly the same as: rotationdifference = rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); What is going on? How would I be able to set an angle I want it to ease towards, and then have it ease towards it when its not colliding with some other force?

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  • Pokemon Yellow wrap transitions

    - by Alex Koukoulas
    So I've been trying to make a pretty accurate clone of the good old Pokemon Yellow for quite some time now and one puzzling but nonetheless subtle mechanic has puzzled me. As you can see in the uploaded image there is a certain colour manipulation done in two stages after entering a wrap to another game location (such as stairs or entering a building). One easy (and sloppy) way of achieving this and the one I have been using so far is to make three copies of each image rendered on the screen all of them with their colours adjusted accordingly to match each stage of the transition. Of course after a while this becomes tremendously time consuming. So my question is does anyone know any better way of achieving this colour manipulation effect using java? Thanks in advance, Alex

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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