Search Results

Search found 43935 results on 1758 pages for 'development process'.

Page 546/1758 | < Previous Page | 542 543 544 545 546 547 548 549 550 551 552 553  | Next Page >

  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

    Read the article

  • 360 snake movement

    - by Darius Janavicius
    I'm trying to do 360 degree snake game in actionscript 3. Here is my movement code: //head movement head.x += snake_speed*Math.cos((head.rotation) * (Math.PI /180)); head.y += snake_speed*Math.sin((head.rotation) * (Math.PI /180)); if (dir == "left") head.rotation -= snake_speed*2; if (dir == "right") head.rotation +=snake_speed*2; //Body part movement for(var i:int = body_parts.length-1; i>0; i--) { var angle = (body_parts[i-1].rotation)*(Math.PI/180); body_parts[i].y = body_parts[i-1].y - (25 * Math.sin(angle)); body_parts[i].x = body_parts[i-1].x - (25 * Math.cos(angle)); body_parts[i].rotation = body_parts[i-1].rotation; } With this code head moves just like I want it to move, but body parts have the same angle as head and it looks wrong. What I want to achieve is to make body parts to move like in game "Ultimate snake". Here is a link to that game: http://armorgames.com/play/387/ultimate-snake P.S. I saw similar question here "How to approach 360 degree snake" but didnt understand the answer :/

    Read the article

  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

    Read the article

  • Manipulating Perlin Noise

    - by Numeri
    I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am trying to generate structures more like mountain ranges (in 2D, as 3D would be way over my head right now) or underground veins of ores. I can't manage to manipulate Perlin Noise to do this. Making a cut off point (i.e. using only the tops of the 'mountains' of a heightmap) wouldn't work, because I would get lumps of mountains/veins. Any suggestions? Thanks, Numeri

    Read the article

  • Workaround the flip queue (AKA pre-rendered frames) in OpenGL?

    - by user41500
    It appears that some drivers implement a "flip queue" such that, even with vsync enabled, the first few calls to swap buffers return immediately (queuing those frames for later use). It is only after this queue is filled that buffer swaps will block to synchronize with vblank. This behavior is detrimental to my application. It creates latency. Does anyone know of a way to disable it or a workaround for dealing with it? The OpenGL Wiki on Swap Interval suggests a call to glFinish after the swap but I've had no such luck with that trick.

    Read the article

  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

    Read the article

  • PokeMMO. How they do it?

    - by RufioLJ
    Well PokeMMO is a JAVA game project which basically is the original FireRed title for the GBA made online. They know this type of projects don't last long because of the copyrighted material used, but they somehow made their client extract resources from ROMS. So they don't offer any copyrighted material on their download. I wonder what technique they could be using for this? All I know is that they use LWJGL.

    Read the article

  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

    Read the article

  • Using copyrighted sprites

    - by Zertalx
    I was thinking about making a pacman clone, I know there is a similar question here Using Copyrighted Images , but I know i can't use the original art from the game because it belongs to Namco, so if I design a character that has the shape of the slice circle it will look exactly like pacman, maybe if I use green instead of yellow? Also if the game plays like the original pacman, it is wrong? I just want to make the game as a personal project and and publish it in my site without getting in trouble

    Read the article

  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

    Read the article

  • RPG Monster-Area, Spawn, Loot table Design

    - by daemonfire300
    I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot (id = monster.id, item = item.id, chance) spawn (id = area.id, monster = monster.id, count) It is a browser-based game like e.g. Castle Age. The player can move from area to area. If a player enters an area the system spawns, based on the area.id and using the spawn table data, new monsters into the monster table. If a player kills a monster, the system picks the monster.id looks up the items via the the loot table and adds those items to the player's inventory. First, is this smart? Second, I need some kind of "monster_instance"-table and "area_instance"-table, since each player enters his very own "area" and does damage to his very own "monsters". Another approach would be adding the / a player.id to the monster table, so each monster spawned, has it's own "player", but I still need to assign them to an area, and I think this would overload the monster table if I put in the player.id and the area.id into the monster table. What are your thoughts? Temporary Solution monster (id, attackDamage, defense, hp, exp, etc.) monster_instance (id, player.id, area_instance.id, hp, attackDamage, defense, monster.id, etc.) area (id, name, area.id access, restriction) area_instance (id, area.id, last_visited) spawn (id, area.id, monster.id) loot (id, monster.id, chance, amount, ?area.id?) An example system-flow would be: Player enters area 1: system creates area_instance of type area.id = 1 and sets player.location to area.id = 1 If Player wants to battle monsters in the current area: system fetches all spawn entries matching area.id == player.location and creates a new monster_instance for each spawn by fetching the according monster-base data from table monster. If a monster is fetched more than once it may be cached. If Player actually attacks a monster: system updates the according monster_instance, if monster dies the instance if removed after creating the loot If Player leaves the area: area_instance.last_visited is set to NOW(), if player doesn't return to data area within a certain amount of time area_instance including all its monster_instances are deleted.

    Read the article

  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

    Read the article

  • Lwjgl or opengl double pixels

    - by Philippe Paré
    I'm working in java with LWJGL and trying to double all my pixels. I'm trying to draw in an area of 800x450 and then stretch all the frame image to the complete 1600x900 pixels without them getting blured. I can't figure out how to do that in java, everything I find is in c++... A hint would be great! Thanks a lot. EDIT : I've tried drawing to a texture created in opengl by setting it to the framebuffer, but I can't find a way to use glGenTextures() in java... so this is not working... also I though about using a shader but I would not be able to draw only in the smaller region...

    Read the article

  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

    Read the article

  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

    Read the article

  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

    Read the article

  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

    Read the article

  • Can't get sprite to rotate correctly?

    - by rphello101
    I'm attempting to play with graphics using Java/Slick 2d. I'm trying to get my sprite to rotate to wherever the mouse is on the screen and then move accordingly. I figured the best way to do this was to keep track of the angle the sprite is at since I have to multiply the cosine/sine of the angle by the move speed in order to get the sprite to go "forwards" even if it is, say, facing 45 degrees in quadrant 3. However, before I even worry about that, I'm having trouble even getting my sprite to rotate in the first place. Preliminary console tests showed that this code worked, but when applied to the sprite, it just kind twitches. Anyone know what's wrong? int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x; int pY = sprite.y; int tempY, tempX; double mAng, pAng = sprite.angle; double angRotate=0; if(mX!=pX){ tempY=pY-mY; tempX=mX-pX; mAng = Math.toDegrees(Math.atan2(Math.abs((tempY)),Math.abs((tempX)))); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=270; else mAng=90; } //Calculations if(mX<pX&&mY<pY){ //If in Q2 mAng = 180-mAng; } if(mX<pX&&mY>pY){ //If in Q3 mAng = 180+mAng; } if(mX>pX&&mY>pY){ //If in Q4 mAng = 360-mAng; } angRotate = mAng-pAng; sprite.angle = mAng; sprite.image.setRotation((float)angRotate);

    Read the article

  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

    Read the article

  • Weird rotation problem

    - by Phil
    I'm creating a simple tank game. No matter what I do, the turret keeps facing the target with it's side. I just can't figure out how to turn it 90 degrees in Y once so it faces it correctly. I've checked the pivot in Maya and it doesn't matter how I change it. This is the code I use to calculate how to face the target: void LookAt() { var forwardA = transform.forward; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 20) { //Rotate to transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 20) { transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } } I'm using Unity3d and would appreciate any help I can get! Thanks!

    Read the article

  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

    Read the article

  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

    Read the article

  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

    Read the article

  • How can i get latency when using Game Center?

    - by Freddy
    I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the multiplayer performance. But, I need to know how long it took for a package to travel from one device to the another device (latency) for the algorithm to work good. As for now, I have solved the problem by sending a double with time interval since 1970 in the package and then I compare it with the time at the other device. However I have heard that the NSDate methods is connected to the internet, which also will cause latency so the time interval would not be perfectly correct. What is the ideal way to check for how long it take for a package to be sent?

    Read the article

  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

    Read the article

< Previous Page | 542 543 544 545 546 547 548 549 550 551 552 553  | Next Page >