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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Doing an SNES Mode 7 (affine transform) effect in pygame

    - by 2D_Guy
    Is there such a thing as a short answer on how to do a Mode 7 / mario kart type effect in pygame? I have googled extensively, all the docs I can come up with are dozens of pages in other languages (asm, c) with lots of strange-looking equations and such. Ideally, I would like to find something explained more in English than in mathematical terms. I can use PIL or pygame to manipulate the image/texture, or whatever else is necessary. I would really like to achieve a mode 7 effect in pygame, but I seem close to my wit's end. Help would be greatly appreciated. Any and all resources or explanations you can provide would be fantastic, even if they're not as simple as I'd like them to be. If I can figure it out, I'll write a definitive how to do mode 7 for newbies page. edit: mode 7 doc: http://www.coranac.com/tonc/text/mode7.htm

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • Runescape Private Server - How does it work?

    - by Friend of Kim
    I've seen a lot of Runescape private servers lately. How do they work? Most of them are based on the old Runescape, but a few look exactly like the real Runescape. How do they make the servers? Has the source code of the game been leaked on several occasions, and is that used to make Runescape servers? Or have some people just replicated Runescape, and tried to make the same game themselves (and "stolen" the 3D objects and texture from Jagex to make it look the same, and written the code to be able to replicate most functions of Runescape)?

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • How should I share variables between instances/classes?

    - by tesselode
    I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of the game's code in different classes, and having a table of instances with all of the instances of any class in it. This way, I can go through every instance of every class and update and draw it by calling the same function. There is a problem, though. Let's say I have an instance of a player with variables for health and recharge time of a weapon. I also have a master instance which is responsible for drawing the HUD. How can I tell the master instance what the player's health is? Bad solutions: Assuming that the player instance will always have the same position in the table - that can be easily changed. Using global variables. Global variables are evil. Have the master instance outside of the instances table, and have the player set variables inside the master instance, which it then uses for HUD drawing. This is really bad because now I have to make a duplicate of every variable the master instance needs. What is the proper, standard way of sharing variables between instances? Do I need to change the way I keep track of instances?

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • C#/XNA get hardware mouse position

    - by Sunder
    I'm using C# and trying to get hardware mouse position. First thing I tryed was simple XNA functionality that is simple to use Vector2 position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); After that i do the drawing of mouse as well, and comparing to windows hardware mouse, this new mouse with xna provided coordinates is "slacking off". By that i mean, that it is behind by few frames. For example if game is runing at 600 fps, of curse it will be responsive, but at 60 fps software mouse delay is no longer acceptable. Therefore I tried using what I thought was a hardware mouse, [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool GetCursorPos(out POINT lpPoint); but the result was exactly the same. I also tried geting Windows form cursor, and that was a dead end as well - worked, but with the same delay. Messing around with xna functionality: GraphicsDeviceManager.SynchronizeWithVerticalRetrace = true/false Game.IsFixedTimeStep = true/fale did change the delay time for somewhat obvious reasons, but the bottom line is that regardless it still was behind default Windows mouse. I'v seen in some games, that they provide option for hardware acelerated mouse, and in others(I think) it is already by default. Can anyone give some lead on how to achieve that.

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Physics/Graphics Components

    - by Brett Powell
    I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to start creating the actual components I am a bit confused. When I think of them in terms of HealthComponent or something that would basically just be a property, it makes perfect sense. When it is something more general as a Physics/Graphics component, I get a bit confused. My Object class looks like this so far (If you notice any changes I should make please let me know, still new to this)... typedef unsigned int ID; class GameObject { public: GameObject(ID id, Ogre::String name = ""); ~GameObject(); ID &getID(); Ogre::String &getName(); virtual void update() = 0; // Component Functions void addComponent(Component *component); void removeComponent(Ogre::String familyName); template<typename T> T* getComponent(Ogre::String familyName) { return dynamic_cast<T*>(m_components[familyName]); } protected: // Properties ID m_ID; Ogre::String m_Name; float m_flVelocity; Ogre::Vector3 m_vecPosition; // Components std::map<std::string,Component*> m_components; std::map<std::string,Component*>::iterator m_componentItr; }; Now the problem I am running into is what would the general population put into Components such as Physics/Graphics? For Ogre (my rendering engine) the visible Objects will consist of multiple Ogre::SceneNode (possibly multiple) to attach it to the scene, Ogre::Entity (possibly multiple) to show the visible meshes, and so on. Would it be best to just add multiple GraphicComponent's to the Object and let each GraphicComponent handle one SceneNode/Entity or is the idea to have one of each Component needed? For Physics I am even more confused. I suppose maybe creating a RigidBody and keeping track of mass/interia/etc. would make sense. But I am having trouble thinking of how to actually putting specifics into a Component. Once I get a couple of these "Required" components done, I think it will make a lot more sense. As of right now though I am still a bit stumped.

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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  • The best tile based level design [on hold]

    - by ReallyGoodPie
    My current method for tile based levels is to put everything in an array like the following: grass = g sky = s house = h ... """ ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["HHHHHHHHHHHHHHSSSSSSSSSSSSSSSS"], ["GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG"], """ I would then run a for loop to pass these on to a sprite class, bliting the images to the screen. This is what I'd generally do in pygame when I am creating levels for a tile based RPG's. However, as I've gone on, I have added allot more sprites and image and it is seriously becoming more and more confusing to work with this and allot of mistakes are being made. What is the best alternative or other methods for doing this?

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • How can I make video games if I don't like programming?

    - by hoper
    I am studying C++ code in my school (my major is computer programming). Honestly, my grades are not so good, and assignments are really hard. Sometimes I feel sad that I will spend 8-10 hours per day coding (which is stressful) in the future for my job. But I still want to make video games. Maybe this is the only reason why I am taking all of these stressful courses. I always write down plots, stories, characters, fictional gaming worlds... Once, I thought I should study artistic technology such as game design and not computer technology such as C++, C#, etc. However, most of popular game designers (or directors) such as Kojima, Miyamoto, etc. used to be good programmers. Companies actaully assign programmers to directors because they understand how to make a game. I've try to find other colleges or universities where they teach game design programs. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth: the employement rate of graduated students is low. How can I have a future making games if I don't like programming?

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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