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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • Math > Logic for a Logarithmic Score Meter

    - by oodavid
    I'm trying to implement a score meter whereby I specify a maximum value (say 15,000) and I can render values on it in a logarithmic manner ie: +------+---+--+-++ +------+---+--+-++ |== | |====== | +------+---+--+-++ +------+---+--+-++ 200 pts 1,000 pts +------+---+--+-++ +------+---+--+-++ |============= | |================| +------+---+--+-++ +------+---+--+-++ 5,000 pts 15,000 pts + The upper bound needs to be variable, and need to be able to convert a score to a percentage, using the above mockup as an example: score2pct(15000, 200) = 0.2 score2pct(15000, 1000) = 0.4 score2pct(15000, 5000) = 0.8 score2pct(15000, 15000) = 1 Does anyone have any pointers for me?

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  • I made a game in XNA - how can I share it with my friends?

    - by Raven Dreamer
    I've just finished programming a charming (albeit bare-bones) XNA version of arcade classic Tempest. Hooray! Given that this was a homework assignment, I'd like to be able to share it with my professor and my friends/classmates to solicit feedback. (And let's be honest - if I have a question about how to add in an additional feature, it might be nice to be able to share it with folks on this site as well.) Is there a better way of sharing an XNA game than by shuttling the visual studio - produced executable around? Some way to host it on a website would be ideal.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • SWF file not playing after being published

    - by rsquare
    I'm trying to run the "connector" example that comes bundled with the SmartFoxServer 2X downloads.. There it connects to the server and loads the correct configuration file. When I run it in Adobe Flash Professional 5, it runs correctly and connects to the server but after being published as SWF movie, it doesnt work. It loads the configuration file but can't connect and gives an error connection failure: ERROR 2048. This is the example I'm talking about.

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Writing to a structured buffer with a compute shader (D3D11)

    - by Vertexwahn
    I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU accessible buffer is made to print the content of the structured buffer to the console. The output is as expected (Numbers 0 to 99 appear on the console). Afterwards I use a compute shader that should change the contents of the structured buffer: RWStructuredBuffer<float> Result : register( u0 ); [numthreads(1, 1, 1)] void CS_main( uint3 GroupId : SV_GroupID ) { Result[GroupId.x] = GroupId.x * 10; } But the compute shader does not change the contents of the structured buffer. The source code can be found here (main.cpp): https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/main.cpp?at=default FillCS.hlsl: https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/FillCS.hlsl?at=default

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Load Texture From Image Content In Runtime

    - by Austin Brunkhorst
    Basically I wrote a world editor for a game I'm working on. Looking ahead, I was brainstorming ways to save the created world including the tile-sets (this game will rely on a tile engine). I was hoping to save the image data of each tile-set in the same file containing the tile positions, etc. and load the image data into a Texture with XNA. Is it possible? Something like this is what I'm going for. Texture2D tileset = Content.LoadFromString<Texture2D>("png tileset data");

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a 'dark' area?

    - by Athix
    In almost every game I've come across that includes a dark situation designed to change the way a user interacts with the environment, there are always some players who turn up their monitor's gamma correction in order to negate the desired effect. Is there a way to prevent users from adjusting their gamma correction to 'cheat' their way out of a challenge? (the darkness) I'd imagine if you could reliably retrieve the current gamma correction of the user's monitor, you could use that to more or less prevent the advantage it would otherwise grant without causing the normal users any inconvenience.

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  • error trying to display semi transparent rectangle

    - by scott lafoy
    I am trying to draw a semi transparent rectangle and I keep getting an error when setting the textures data. The size of the data passed in is too large or too small for this resource. dummyRectangle = new Rectangle(0, 0, 8, 8); Byte transparency_amount = 100; //0 transparent; 255 opaque dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 8, 8); Color[] c = new Color[1]; c[0] = Color.FromNonPremultiplied(255, 255, 255, transparency_amount); dummyTexture.SetData<Color>(0, dummyRectangle, c, 0, 1); the error is on the SetData line: "The size of the data passed in is too large or too small for this resource." Any help would be appreciated. Thank you.

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  • glColor3f Setting colour

    - by Aaron
    This draws a white vertical line from 640 to 768 at x512: glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); glColor3f((double)R/255,(double)G/255,(double)B/255); glVertex3f(SX, -SPosY, 0); // origin of the line glVertex3f(SX, -EPosY, 0); // ending point of the line glEnd(); glEnable(GL_TEXTURE_2D); This works, but after having a problem where it wouldn't draw it white (Or to any colour passed) I discovered that disabling GL_TEXTURE_2D Before drawing the line, and the re-enabling it afterwards for other things, fixed it. I want to know, is this a normal step a programmer might take? Or is it highly inefficient? I don't want to be causing any slow downs due to a mistake =) Thanks

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • Remove gravity from single body

    - by Siddharth
    I have multiple bodies in my game world in andengine. All the bodies affected by gravity but in that I want my specific body does not affected by the gravity. For that solution after research I found that I have to use body.setGravityScale(0) method for my problem solution. But in my andengine extension I don't found that method so please provide guidance about how get access about that method. Also for the above problem any other guidance will be acceptable. Thank You! I apply following code for reverse gravity final Vector2 vec = new Vector2(0, -SensorManager.GRAVITY_EARTH * bulletBody.getMass()); bulletBody.applyForce(vec, bulletBody.getWorldCenter());

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  • XNA Windows Resolution / Mouse Position Bug

    - by Ian Hern
    In XNA, when in windowed mode and resolution (set via PreferredBackBufferWidth/Height) is close to the resolution of the display, the view is distorted (zoomed in a bit)and the mouse coordinates are wrong. Here is what it looks like when I draw a bunch of lines to the screen. (Normal, Error on my ASUS Notebook G73Jh, Error on my EEE PC 1001P) In the top left of the screen the mouse position is correct, but the further you get away the more out of sync it becomes. Here are some images of the mouse in different positions and the game drawing a circle underneath where it thinks the mouse is. (Top Left, Bottom Right) If you shrink the resolution by a couple pixels then it goes back to working like normal, my first though at a fix was to limit the max resolution to a little smaller than the display resolution. I figured out the maximum resolution that works in a couple different modes, but there doesn't seem to be a pattern that would allow me to determine it based off the display resolution. Computer | Screen Resolution | Max Error-Free | Difference ASUS Notebook G73Jh | 1920x1080 | 1924x1059 | +4x-21 ASUS Notebook G73Jh | 1024x600 | 1018x568 | -6x-32 EEE PC 1001P | 1024x600 | 1020x574 | -4x-26 Because the differences don't form a pattern I can't hack in a solution, the one even has +4 which baffles me. Here is a project that demonstrates the problem, just set the resolution to the resolution of your display. Any ideas on how I might fix this issue? As an insteresting aside, I tried to use FRAPS to capture a video of the issue but fraps actually records without distortion or mouse offset.

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  • In esenthel engine how can I remove some object from Gui class?

    - by Gajet
    I know many people in this site may not know esenthel engine at all and my question may be better answered at engine forum but I'm putting it here to share the name of a real easy to code gameengine with all of you: you can easily add a Button for example to your GUI class (gui is it's shared instance) with Gui += buttonInstance.create("click on me") but I'm just wondering how can you remove an on object from from Gui members. as far as I know there is no such a method as removeChild or getChildren or anything similar.

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

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  • Playing part of a sfx audio file in HTML5 using WebAudio

    - by Matthew James Davis
    I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an audio file. More specificially, I've created a dictionary { 'sword_hit': { src: 'sfx.ogg', start: 265, // ms length: 212 // ms } } that my play_sound() function can use to look up 'sword_hit' and play the correct audio file at the correct start time for the correct duration. I simply need to know how to tell the WebAudio API to start playing at start ms and only play for length ms.

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