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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Damageable ground similar to pocket tanks or archanists [closed]

    - by XenElement
    Possible Duplicate: Implementing a 2D destructible landscape (like Worms) A really cool feature in both the iPhone game pocket tanks and the online jagex game archanists is ground which can be blown up. When a projectile collides with the ground, an area equal to the blast radius which overlaps the ground is removed. It's strictly two dimensional, but it makes the experience that much more dynamic since you can dig a hole under your opponents or yourself. How is this implemented?

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • How difficult is it for an artist to make their own artwork cohesive to another artists' style? [on hold]

    - by user36200
    I have a lot of artwork I purchased from a website, but the artist who drew the game assets is unavailable. I need to create additional artwork which fits with this style, but I am not an artist- nor do I have any idea of how artists work. Obviously, the solution is to find a new artist, who I can pay to draw this artwork while keeping it to look at certain way. I am scared of wasting money though. I don't want to contract an artist, only to find out it is extremely difficult for someone to match another person's art style. I don't need it to be identical, I just need it to be cohesive. I also want to know what I'm asking of people, before I ask them. Artists are workers just like me, and deserve to be understood when contracted. As an artist, is it extra difficult or time consuming to alter your artwork to match a certain style? Does it require a lot of talent to make a cohesive piece of art? To be specific, I am talking about structures, such as 2D symbols of towns for a map. They all have this "gritty" penciling effect to them and lots of saturated colors, which is what will be required when I say "cohesive". Along with looking like the architecture belongs in the same world.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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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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  • 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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  • How to detect and collide two elastic line segments?

    - by Tautrimas
    There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <- 2; 3 <- 4). Part I: How to detect the collision of two segments? Part II: On the moment of collision, fifth node is created at the intersection point and here you have the force-based graph. 5-th node (bend point) can slide among the strings as in a real world. Given the new coordinates of 4 nodes, how to calculate the position of the 5-th node on the next frame? I assume string force on the nodes to be F = -k * x where x is the string length. All I came up to is that the force between 5 and 1 equals 5 and 2 (the same with 3 and 4). What are the other properties?.

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  • Which is better a computer science degree or a Software engineer degree?

    - by Shadow wolf
    I'm asking here so since you all have experience in or around game programming, that's what I want to do, and I’m trying to find as many options as I can before my senior year, which is next year. So do you have any opinions on the matter of which would give me a better education in programming? Please no talking about anything other than the two degrees because I know of game programming degrees out there but I like to see which of these would provide the best alternate choice.

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  • does unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. now I'm wondering does it have a noticeable affect in fps if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? edit final output will be a w*h cell grid, but for technical issues it's much more easier for me to allocate (w+1)*(h+1) vertices. sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect fps or not? (note that mesh is only generated once in each time you play the game)

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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

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  • How can I make a character move forward in a certain direction?

    - by Shaun Wild
    I have an entity class which is updated every game tick. Let's just assume said entity moves forward constantly. What i want to know is, how can i make it so that i can give an angle to a function and it will make my entity move in that direction. let's say for example moveForward(90); Would make my character move to the right, or for example declaring my rotation as a global Integer: moveForward(rotation); rotation++; Would make my entity move around in a small circle, I assume this includes some kind of vector math, which I haven't done any studying on so a brief explanation of that if it's necessary would be nice. I would appreciate a small code snippet and an explanation I can analyze, thanks in advanced :)

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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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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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • Amazing Jutsu (Technique)

    - by Wian_Kiya
    Hy..I'm newbie here.. Please does anyone knows, how to create such a character(sprites) to have a different Style Technique and different kind of movement, so he/she can alternate many technique to defeat his/her opponent... I wanna make my 2d character his/her power had a technique like rasengan, I mean for the first the jutsu its just spining around above his/her hand and then going bigger and much bigger so can create a massive giant ball/light/swords or etc blow up when he/she use that technique to defeat his/her opponent? the e.g of game like Disgaea, Final Fantasy, Suikoden, and another RPG, MMORPG game How the coding is to combine the sprite with his/her different style of technique, and what should I do? Please your guide, thank's a lot... ^_^

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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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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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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