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  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

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  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • How do I rotate a sprite with ccbezierTo in cocos2d-x?

    - by user1609578
    In cocos2d-x, I move a sprite with ccbezierTo like this: // use for ccbezierTo bezier.controlPoint_1 = ccp(m_fish->getPositionX() + 200, visibleSize.height/2 + 300); bezier.controlPoint_2 = ccp(m_fish->getPositionX() + 400, visibleSize.height/2 - 300); bezier.endPosition = ccp(m_fish->getPositionX() + 600,visibleSize.height/2); bezier1.controlPoint_1 = ccp(m_fish->getPositionX() + 800, visibleSize.height/2 + 300); bezier1.controlPoint_2 = ccp(m_fish->getPositionX() + 1000, visibleSize.height/2 - 300); bezier1.endPosition = ccp(m_fish->getPositionX() + 1200,visibleSize.height/2); bezierForward = CCBezierTo::create(6, bezier); nextBezier = CCBezierTo::create (6,bezier1); m_fish->runAction(CCSequence::create( bezierForward, nextBezier, NULL)); How can I make my sprite rotate while moving it with CCBezierTo?

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  • Pathfinding in Warcraft 1

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-)

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  • Why is the MaskBit maxed out

    - by CStreel
    Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, PB_PLAYER = 0x0001, PB_PLATFORM = 0x0002 }; Basically what i want is the player to run along a surface is not slow down (i set platform & player friction to 0.0f) I then setup my Contact Listener to print out the connections (currently only have 1 platform and 1 player) Player Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLAYER; fixtureDef.filter.maskBits = PB_PLATFORM; Platform Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLATFORM; fixtureDef.filter.maskBits = PB_PLAYER; Now correct me if im wrong but these are saying the following: Player Collides with Platform Platform Collides with Player Here is the printout of the fixtures colliding with each other ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 2 ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 65535 ******** <-- Indicates new Contact Platform ContactA: 1 MaskA: 65535 ------ Player ContactB: 1 MaskB: 65535 Here is where i am confused. On the second & third contact the player maskBit is set to 65535 when it should be 2 and there are 3 contacts when i am sure at most there should only be 2. I've been trying to figure this out for hours and i can't understand why it is doing this. I would be very grateful is someone could shine some light on this for me UPDATE: **I printed out the class of the contacting objects. For some reason it seems to do the following: First Contact: Correct Result. Second Contact: Player b2Fixture Obtains a new maskBit. Third Contact: Platform b2Fixture appears to be set to the same as the Player b2Fixture. It would seem I have a memory race condition i think**

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • How to pause and unpause the Particular action of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • Free Models and Related Animations for AI project in Unity [on hold]

    - by zhed
    Does anybody know a good website where to find free models and animations for AI projects? I'm not talking about anything good looking, like stuff you would look for when building a proper game, but, for example, a bunch of male/female models that are able to walk around and that would substitute my ugly "capsules", just to give a better -yet, still rough - idea of what's going on in the scene. On the Unity Asset Store there are a bunch of nice male/female models, but i haven't found any free general-purpose(i.e. normal walking) animation attachable to them. Any tip would we appreciated, thanks :)

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Can I publish my game code under GPL? How? What about an engine?

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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  • Relative Positions Of Player And Enemy Are Different In XNA 3D Game

    - by CoOlDud3
    I am having a problem in my 3D Jet Fighter Game using XNA. I have a Player Jet and a few enemy drones built from a separate class. The problem is that when I set Player position and a drone's position to a height 10f in y direction. They aren't at the same height. But if i move Drone's Position up 500f in the y direction then it is pretty much close to the player. Relatively They are supposedly at the same height but with different position values. Can Any One Help Please?

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

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

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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