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  • Jumping Physics

    - by CogWheelz
    With simplicity, how can I make a basic jump without the weird bouncing? It jumps like 2 pixels and back Here's what I use y += velY x += velX then keypresses MAX_SPEED = 180; falling = true; if(Gdx.input.isKeyPressed(Keys.W)) {//&& !jumped && !p.falling) { p.y += 20; } if(!Gdx.input.isKeyPressed(Keys.W)) p.velY = 0; if(Gdx.input.isKeyPressed(Keys.D)) p.velX = 5; if(!Gdx.input.isKeyPressed(Keys.D) && !(Gdx.input.isKeyPressed(Keys.A))) p.velX = 0; if(Gdx.input.isKeyPressed(Keys.A)) p.velX = -5; if(!Gdx.input.isKeyPressed(Keys.A) && !(Gdx.input.isKeyPressed(Keys.D))) p.velX = 0; if(p.falling == true || p.jumping == true) { p.velY -= 2; } if(p.velY > MAX_SPEED) p.velY = MAX_SPEED; if(p.velX > MAX_SPEED) p.velX = MAX_SPEED;

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • glutPostRedisplay() does not update display

    - by A D
    I am currently drawing a rectangle to the screen and would like to move it by using the arrow keys. However, when I press an arrow key the vertex data changes but the display does refresh to reflect these changes, even though I am calling glutPostRedisplay(). Is there something else that I must do? My code: #include <GL/glew.h> #include <GL/freeglut.h> #include <GL/freeglut_ext.h> #include <iostream> #include "Shaders.h" using namespace std; const int NUM_VERTICES = 6; const GLfloat POS_Y = -0.1; const GLfloat NEG_Y = -0.01; struct Vertex { GLfloat x; GLfloat y; Vertex() : x(0), y(0) {} Vertex(GLfloat givenX, GLfloat givenY) : x(givenX), y(givenY) {} }; Vertex left_paddle[NUM_VERTICES]; void init() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); left_paddle[0] = Vertex(-0.95f, 0.95f); left_paddle[1] = Vertex(-0.95f, 0.0f); left_paddle[2] = Vertex(-0.85f, 0.95f); left_paddle[3] = Vertex(-0.85f, 0.95f); left_paddle[4] = Vertex(-0.95f, 0.0f); left_paddle[5] = Vertex(-0.85f, 0.0f); GLuint vao; glGenVertexArrays( 1, &vao ); glBindVertexArray( vao ); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(left_paddle), NULL, GL_STATIC_DRAW); GLuint program = init_shaders( "vshader.glsl", "fshader.glsl" ); glUseProgram( program ); GLuint loc = glGetAttribLocation( program, "vPosition" ); glEnableVertexAttribArray( loc ); glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(vao); } void movePaddle(Vertex* array, GLfloat change) { for(int i = 0; i < NUM_VERTICES; i++) { array[i].y = array[i].y + change; } glutPostRedisplay(); } void special( int key, int x, int y ) { switch ( key ) { case GLUT_KEY_DOWN: movePaddle(left_paddle, NEG_Y); break; } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); glutSwapBuffers(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(500,500); glutCreateWindow("Rectangle"); glewInit(); init(); glutDisplayFunc(display); glutSpecialFunc(special); glutMainLoop(); return 0; }

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • Where can I get a list or data base of light reflectance values for different materials?

    - by mikidelux
    I'm implementing lighting for a WebGL app but I'm not an artist so I don't know how to generate or where to obtain a list of materials with its values (diffuse, specular, ambient and shininess). I've been searching a lot but with no luck. Is there any list or DB I might have overlooked? Any common repository or something similar? Thanks in advance. Note: English is not my main language, let me know if you don't understand something and I'll try to rephrase it.

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • Independent HTML5 Physics Game: Any Feedback? [closed]

    - by mndoftea
    I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store and I was hoping that I could get some feedback on it. You can get it for Chrome here: https://chrome.google.com/webstore/detail/dbnmkpcomailjochphnmfklofkmgenci. I know this is not a normal question, but I'm happy for answers to be abstracted/generalized for broader use. Im asking here because I don't know anyone else personally who does this stuff. Any thoughts, comments or ideas you might have would be greatly appreciated! The physics system is written in JavaScript and works by setting up the differential equations of motion (plus a few conditions) and evaluating them numerically using the Euler method. The graphics are done through the HTML5 canvas and the music is done through the audio element. (Said music is in the public domain by the way). You can see the code by going to VIewView Source in Chrome.

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  • Player position triggering teleports

    - by jSherz
    I'm developing a Minecraft plugin (bukkit) in which a server admin can create 'portals' - a small region that will teleport any players who enter it. I have the teleportation sorted and I know how I could define areas that the player's position could be tested against. This would involve an ArrayList containing the zones and then hooking the PlayerMoveEvent so that the ArrayList is searched each time for a matching portal region. Although this method would work, I doubt that it would be very efficient when 100+ players are all moving around at the same time. Is there a better way of checking a player position against a set of 'zones' / regions?

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  • How do I find a unit vector of another in Java?

    - by Shijima
    I'm writing a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". Part of step 1 says: Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n. My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector). int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; I am unsure what the tutorial means by dividing the magnitude of n to get the un. What is un? How can I calculate it with my Java array?

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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { // TODO Auto-generated method stub if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Number of iterations to real time

    - by Ivansek
    I have an animation of traffic. I have 20 cars in road network, each car have a starting node and end node. Each car know how much distance does it need to travel in order to reach the end node. I move cars each 20 ms for 10 px. To move all cars from their start node to end node I need 60 iterations. That is 60*20ms = 1200ms. Now I want to convert this time, or use data that I have, to a real time where car move 50km/h. How can I do that? Any idea?

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  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

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  • Size of an image imported with FreeImage

    - by KaiserJohaan
    I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method FreeImage_GetBits that returns a pointer to the first byte of the image data. I then try to load all the data into memory using (bitsperpixel / 8) * pixelsWidth ' pixelHeight, like this: uint32_t bitsPerPixel = FreeImage_GetBPP(bitmap); // resolves to 24 uint32_t widthInPixels = FreeImage_GetWidth(bitmap); // resolves to 1024 uint32_t heightInPixels = FreeImage_GetHeight(bitmap); // resolves to 1024 // container is a std::vector<uint8_t> pkgMaterial.mTextureData.insert(pkgMaterial.mTextureData.begin(), FreeImage_GetBits(bitmap), FreeImage_GetBits(bitmap) + ((bitsPerPixel/8) * widthInPixels * heightInPixels)); I have a jpg which is 31 kilobytes in size on disc. Yet when I load it using the above formula, I see the vector is then filled with 3145728 bytes, which is approx 3145 kilobytes. What am I doing wrong?

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • Existent js libs for tileset / map loading and rendering?

    - by ylluminate
    I'm building an rts style overhead tileset game with JavaScript (particularly using Ember.js framework as a base). The map is so large that I'd very much like to be able to load and render the board and layered items in a Google Maps'esque. I'm curious as to whether there are existing libs that would be helpful and already well thought out in these regards vs trying to reinvent the wheel. Are there any such libraries or code examples that would be useful in this area of board / map management?

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