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  • Cocos2dx- Draw primitives(polygons) on Update

    - by Haider
    In my game I'm trying to draw polygons on on each step i.e. update method. I call draw() method to draw new polygon with dynamic vertices. Following is my code: void HelloWorld::draw(){glLineWidth(1);CCPoint filledVertices[] = {ccp(drawX1,drawY1),ccp(drawX2,drawY2), ccp(drawX3,drawY3), ccp(drawX4,drawY4)};ccDrawSolidPoly( filledVertices, 4, ccc4f(0.5f, 0.5f, 1, 1 ));} I call the draw() method from the update(float dt) method. The engine is behaving inconsistently i.e. sometimes it displays the polygons and on other occasions it does not. Is it the right approach to do such a task? If not what is the best way to display large number of primitives?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Orthographic Zooming with 0,0 at top/left

    - by Sean M.
    I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of explanations and samples on how to do this if (0,0) is the center of the screen with the orthographic projection. The problem is, my ortho projection has (0,0) at the top-left (similar to XNA/Monogame, and a couple others). I could not find any examples about how to implement zooming to the center of the screen when the center is not (0,0). And help/links/code examples would be greatly appreciated.

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  • Sprite animation in openGL - Some frames are being skipped

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

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  • Resolution independence - resize on the fly or ship all sizes?

    - by RecursiveCall
    My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this game’s art type (it’s not Pixel Art or anything like that). I asked my artist to ensure that all textures at the edges of the screen to be created in such a way that they can safely “overflow” off screen; this means that aspect ratio is not an issue. So with no aspect ratio issues, I figured that I would simply ask my artist to create assets in very high resolution, and then resize them down to the appropriate screen resolution. The question is, when and how do I do that? Do I pre-resize everything to common resolutions in Photoshop and package all assets in the final product (increasing the size download that the user has to deal with) and then select the appropriate asset based on the detected resolution? Or do I ship with the largest set of Textures, detect the resolution on load, set a render target and draw all downsized assets to it and use that? Or for the latter, do I use some sort of a CPU-sided algorithm to resize on game load?

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  • Is dynamic casting Entities A good design?

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

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

    - by sebf
    I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read by the CPU, which I will copy the contents of the depth buffer into before reading it. I keep encountering errors however, because of, I believe, incompatibilities between the resource format and the view formats. Threads like these lead me to believe it is possible in DX11 to access the depth buffer as a resource, and that I can create a resource with a typeless format and have it interpreted in the view as another, but I cannot get it to work. What are the valid formats for the resource to be used as the depth buffer? Which of these are also valid for a CPU accessible staging resource?

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  • Affect movieclip scale from a .as doc to another

    - by Madcowe
    I've been working on a game following a tutorial on the internet, the game is an avoider where you have the Avatar, that has to avoid the objects that fall. The way it is made is: I have a DocumentClass which addChild's the screen you should be seeing and removeChild's the screen that you were. For example: first it loads the menuScreen, then when you press play unloads menu and loads playscreen. When you die it loads the gameoverScreen and loads the playscreen. And from the gameOverScreen you can press the SHOP button to go to the shop. From here on I'm on my own and not following any tutorials. The shop has a button that is supposed to alter the Avatar's X and Y scale to 0.5, but the problem is: how do I make that work? I tried creating a sharedObject.data.avatarSize, on the store's size button the code would be something like: sharedObject.data.avatarSize *= 0.5; And on the AvoiderGame.as, which is the most of the actual game, on the part where the avatar is created I tried putting this after it's creation: scaleX.avatar = sharedObject.data.avatarSize; scaleY.avatar = sharedObject.data.avatarSize; This did not work since it gives me the error 1009 saying can't access something that is null. I tried this before "using" the sharedObject: if( sharedObject.data.avatarSize == null ) { sharedObject.data.avatarSize = 1; } But it did not work... So now I'm not sure on what to do. I know we should reduce global variables as much as we can but how do I do it? Also, if it helps, I'm using Flash CS5 and working with AS3.0

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • Level selection view - similiar to Angry Bird's

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

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  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

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  • Question about Target parameter of Matrix.CreateLookAt

    - by manning18
    I have a newbie question that's causing me a little bit of confusion when experimenting with cameras and reading other peoples implementations - does this parameter represent a point or a vector? In some examples I've seen people treat it like a specific point they are looking at (eg a position in the world), other times I see people caching the orientation of the camera in a rotation matrix and simply using the Matrix.Forward property as the "target", and other times it's a vector that's the result of targetPos - camPos and also I saw a camPos + orientation.Forward I was also just playing around with hard-coded target positions with same direction eg 1 to 10000 with no discernible difference in what I saw in the scene. Is the "Target" parameter actually a position or a direction (irrespective of magnitude)? Are there any subtle differences in behaviors, common mistakes or gotchas that are associated with what values you provide, or HOW you provide this paramter? Are all the methods I mentioned above equivalent? (sorry, I've only recently started and my math is still catching up)

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  • Billboarding restricted to an axis (cylindrical)

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

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  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

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

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

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • How to copy depth buffer to CPU memory in DirectX?

    - by Ashwin
    I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in DirectX? I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer: IDirect3DSurface9* d3dSurface; d3dDevice->GetDepthStencilSurface(&d3dSurface); D3DSURFACE_DESC d3dSurfaceDesc; d3dSurface->GetDesc(&d3dSurfaceDesc); IDirect3DSurface9* d3dOffSurface; d3dDevice->CreateOffscreenPlainSurface( d3dSurfaceDesc.Width, d3dSurfaceDesc.Height, D3DFMT_D32F_LOCKABLE, D3DPOOL_SCRATCH, &d3dOffSurface, NULL); // FAILS: D3DERR_INVALIDCALL D3DXLoadSurfaceFromSurface( d3dOffSurface, NULL, NULL, d3dSurface, NULL, NULL, D3DX_FILTER_NONE, 0); // Copy from offscreen surface to CPU memory ... The code fails on the call to D3DXLoadSurfaceFromSurface. It returns the error value D3DERR_INVALIDCALL. What is wrong with my code?

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • Alpha blend 3D png texture in XNA

    - by ProgrammerAtWork
    I'm trying to draw a partly transparent texture a plane, but the problem is that it's incorrectly displaying what is behind that texture. Pseudo code: vertices1 basiceffect1 // The vertices of vertices1 are located BEHIND vertices2 vertices2 basiceffect2 // The vertices of vertices2 are located IN FRONT vertices1 GraphicsDevice.Clear(Blue); PrimitiveBatch.Begin(); //if I draw like this: PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) //Everything gets draw correctly, I can see the texture of vertices2 trough //the transparent parts of vertices1 //but if I draw like this: PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) //I cannot see the texture of vertices1 in behind the texture of vertices2 //Instead, the texture vertices2 gets drawn, and the transparent parts are blue //The clear color PrimitiveBatch.Draw(vertice PrimitiveBatch.End(); My question is, Why does the order in which I call draw matter?

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