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  • Certain grid lines not rendering as expected

    - by row1
    I am drawing a simple quad (a triangle strip with 4 vertices) as the floor and then drawing an 8x8 grid over top (a collection of vertex pairs for a line list). The vertical grid lines work fine (apart from being very aliased), but some of the horizontal lines do not get rendered. The grid renders fine if I do not draw the quad. foreach (EffectPass pass in _Effect.CurrentTechnique.Passes) { pass.Apply(); CurrentGraphicsDevice.SetVertexBuffer(_VertexFloorBuffer); _Engine.CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); //Some of the horizontal lines seems to disappear if we draw the above quad. CurrentGraphicsDevice.SetVertexBuffer(_VertexGridBuffer); CurrentGraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, _VertexGridBuffer.VertexCount / 2); } What could be causing these lines to not be rendered? Update: I added the below code after I draw my quad and grid and it started working. But I am not sure why that works as I thought this code was to draw the WPF controls elementRenderer.Render(); spriteBatch.Begin(); spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End();

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • In what kind of variable type is the player position stored on a MMORPG such as WoW?

    - by jokoon
    I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? How is the data formatted when it passes through the netcode ? I can understand how vertices are stored into the graphic card's memory, but when it comes to synchronize the multiplayer, I can't imagine what is best.

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • How to load data for specific level at runtime?

    - by Siddharth
    I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on startup. But I think the correct way to do it is to only load textures used in the current level. I don't know how to do that. So please explain this by providing some example code. At present I create a class for each type of entity by extending my Sprite class. This subclass loads the appropriate image. I know this is not the best way to do things. Basically I want to know how to load large levels efficiently in Andengine. What is the proper method for loading textures, level data and background images from files when the level is run?

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  • Application using JOGL stays in Limbo when closing

    - by Roy T.
    I'm writing a game using Java and OpenGL using the JOGL bindings. I noticed that my game doesn't terminate properly when closing the window even though I've set the closing operation of the JFrame to EXIT_ON_CLOSE. I couldn't track down where the problem was so I've made a small reproduction case. Note that on some computers the program terminates normally when closing the window but on other computers (notably my own) something in the JVM keeps lingering, this causes the JFrame to never be disposed and the application to never exit. I haven't found something in common between the computers that had difficulty terminating. All computers had Windows 7, Java 7 and the same version of JOGL and some terminated normally while others had this problem. The test case is as follows: public class App extends JFrame implements GLEventListener { private GLCanvas canvas; @Override public void display(GLAutoDrawable drawable) { GL3 gl = drawable.getGL().getGL3(); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL3.GL_COLOR_BUFFER_BIT); gl.glFlush(); } // The overrides for dispose (the OpenGL one), init and reshape are empty public App(String title, boolean full_screen, int width, int height) { //snipped setting the width and height of the JFRAME GLProfile profile = GLProfile.get(GLProfile.GL3); GLCapabilities capabilities = new GLCapabilities(profile); canvas = new GLCanvas(capabilities); canvas.addGLEventListener(this); canvas.setSize(getWidth(), getHeight()); add(canvas); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //!!! setVisible(true); } @Override public void dispose() { System.out.println("HELP"); // } public static void main( String[] args ) { new App("gltut 01", false, 1280, 720); } } As you can see this doesn't do much more than adding a GLCanvas to the frame and registering the main class as the GLEventListener. So what keeps lingering? I'm not sure. I've made some screenshots. The application running normally. The application after the JFrame is closed, note that the JVM still hasn't exited or printed a return code. The application after it was force closed. Note the return code -1, so it wasnt just the JVM standing by or something the application really hadn't exited yet. So what is keeping the application in Limbo? Might it be the circular reference between the GLCanvas and the JFrame? I thought the GC could figure that out. If so how should I deal with that when I want to exit? Is there any other clean-up required when using JOGL? I've tried searching but it doesn't seem to be necessary. Edit, to clarify: there are 2 dispose functions dispose(GLAutoDrawable arg) which is a member of GLEventListener and dispose() which is a member of JFrame. The first one is called correctly (but I wouldn't know what to there, destroying the GLAutoDrawable or the GLCanvas gives an infinite exception loop) the second one is never called.

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  • Experience embedding javascript

    - by deft_code
    I'm looking into scripting languages to embed in my game. I've always assumed Lua was the best choice, but I've read some recent news about embedding V8 as was considering using it instead. My question is two fold: Does anyone with experience embedding v8 (or another javascript engine) recommend it? How does it compare with embedding Lua? I like that v8 has a c++ embedding API. However Lua API has had lots of time to be refined (newer isn't always better and all that). Note: At this point I'm not too concerned with which is better language or which library has better performance. I'm only asking about ease of embedding.

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  • Minecraft Coding Pack: Stair block texture

    - by JamerTheProgrammer
    I have MCP setup and working nicely. I would like to make another stair block. I have copied the wooden stair block file and then pasted it and renamed it BlahStairBlock. I'm trying to set a texture for the stair block but it wont work. public int getBlockTextureFromSide(int side) { if(i==side) { // Workshop top return 43; } return blockIndexInTexture; } This is what I'm using to set the texture.... It just isn't working. Any ideas of why?

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  • Making video from 3D gaphics in OpenGL

    - by MVTC
    What are some of the preferred methods or libraries for creating video from an OpenGL graphics simulation? For example, I want to create a visualization(video) of an N-Body gravity simulation by rendering non-real-time OpenGL frames. The simulation is already coded, I just don't know how to convert it to video. EDIT: I am also interested in providing the described functionality: The user can adjust parameters including the time step between captured frames and then initiate the simulation. The user waits for the simulation to complete, and then can watch the results. The user is able to increase or decrease the playback speed of the simulation whereas in slow motion, more frames are used i.e., you see higher resolution time steps, and when the speed is increased, you see lower resolution time steps at a higher rate, but the frames per second flashing on the screen is constant.

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  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

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  • How can I achieve this lighting with OpenGL?

    - by Smallbro
    I'm currently trying to implement a type of "smooth" lighting. How can I achieve lighting which looks like this: http://dl.dropbox.com/u/1668516/concept/warp3.png Using OpenGl. I've attempted to use blending modes and have come very close to making it work but it came out like this: https://pbs.twimg.com/media/A1071viCEAAlFmJ.png and I also wasn't able to change the alpha of the black background which I want to be able to do. Could I get a few pointers in the right direction?

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  • TGA loader: reverse y-axis

    - by aVoX
    I've written a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option origin set to Top Left (Note: Actually TGA files are meant to be stored upside down - Bottom Left in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGA, so my question is: How do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • How do I implement powerups for my Breakout clone?

    - by Eva
    I'm making a simple Breakout clone in Python that will have very many powerups/powerdowns (so far I came up with 26). Some will affect the paddle (paddle missile, two paddles, short paddle, etc.), some will affect the ball (slow ball, destructo-ball, invisible ball, etc.), some will affect the bricks (brick scramble, move up, bricks indestructible, etc.), and some will affect other game aspects (extra life, more points, less points, etc.). I'm pretty sure I have the code to draw the falling powerups and test for collisions with the paddle down, but I'm confused about how to code the effects of the powerups. Since there are very many powerups, it seemed inefficient to add specific methods to each component as done in this tutorial. However, I can't think of an other ways to implement the powerups. I found a page that hints at some way to design powerup behavior using classes, but I'm at a loss for how to do that. (A short example would help.) Please give me a short code example of another way to implement the effects of the powerups.

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  • Finding out which tile a mouse click landed in

    - by Shard
    I am working on an icometric grid based game and im having an issue trying to link a mouse click from the user to a tile. I have been able to split the problem into 2 parts which is first finding a rectangle that sourounds a tile, which I have been able to do but the second part of figuring out from the rectangle which tile the click landed in has got me stumped. Here is an example of a rectangle with tiles on the inside: The rectangle is 70px long and 30px high so if i use an input of say 30x(top)/20y(left) how would I go about determining which tile this fell into?

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  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • iOS: game with facebook challenges

    - by nazz_areno
    I created a game for iPad and I want to challenge my facebook friends. I follow the iOS tutorial in "facebook dev docs", with the "Smash game", but it doesn't explain how to challenge a friend directly to a game. I will explain with an example: I want to start a new match and I want challenge a friend on facebook. Then I send him a request to install the app and when I detect that its app is installed I send him a request to play vs me. Then, when I finish the match I sent him my result and my friend do the same thing. But if I and my friend don't finish the match it is not possible to send another challenge. This scenario is not explained by facebook sdk. Is it necessary to use another instrument to do this situation?

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  • Best way to create neon glow line effect in AS3?

    - by Phil
    What's the best way to create a neon glow line effect in Flash AS3? Say similar to what's going on in the game gravitron360 on the xbox 360? Would it be a good idea to create movieclips with plain lines drawn in them and then apply a glow filter to them? or perhaps just apply the glow filter to the entire movieclip layer the movieclips are on? or just draw them manually and create a glow effect by converting the lines to fills and then softening edges? (wouldn't blend as well but would be the fastest CPU wise?) Thanks for any help

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  • What are the app file size limitations for different smartphone OSes & carriers?

    - by Nick Gotch
    I know the iPhone App Store limits how large an app can be in general and there are also limitations with AT&T over the size it can be to transmit over a data plan vs WiFi. I have no idea what, if any, these limits are for Android apps and what I'm finding online is a mix of different numbers. Does anyone know these numbers definitively? The Android game I'm porting is in the 20-30MB range and we'd like to know if we need to further reduce its size.

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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