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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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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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  • (Phaser) Preload Future States in Create?

    - by Brian
    I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every level has its own JSON containing the objects within that level. However, I'm encountering an issue in that, when changing states, I get a black flash while the assets for the next state load (this happens whether I iterate through the JSON list or define everything manually). From what I've read, all sprites should be loaded in the preload stage, however, by doing this I'm causing that tiny but noticeable black pause. I know one way would be to simply load every asset at the start of the game, but that seems incredibly inefficient (wouldn't that fill up the memory immensely?). I would rather load a state's assets from the "parent" state. However, in my quick test (which maybe I did wrong) it seems that game.load doesn't work properly if done within the create stage? What is the best approach to doing this?

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  • What do you use to create sprite graphics? [closed]

    - by SimpleRookie
    Possible Duplicate: What tools do you use for 2D art/sprite creation? What do you folks suggest for creating sprite graphics and sprite sheets? I fiddle with pixelformer and tilestudio. Pixelfromer has a kicken interface, it is quick and easy to make graphics, but a bit cumbersom if you want to make a spritemap. Tile Studio is a interesting mix or tiles and maps, but it is a bit buggy and basic. The Adobe series, just don't really seem to handle tiny graphics well. (there is a previous posting of this question existing, but it is a year old and I was hoping for further/updated input from the community)

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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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

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

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Android real time multiplayer over LAN

    - by Heigo
    I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over local area connection/WiFi. Both phones need to be able to pass 3 integer values to the other phone in real time. So far I have considered using Socket's, but before I dig into it too deep I wanted to ask if there might be a better approach? Thanks!

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • CreateDXGIFactory Doesn't Let Program Exit

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

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  • 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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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • moving in the wrong direction

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

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  • How to pause and unpause the animation 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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  • How do I find a unit vector of another in Java?

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

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  • 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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  • Reading the memory of a N64

    - by toazron1
    I'm looking for a way to read the memory of a N64, while the game is running, in real time. I have a c# program which hooks into the memory of a running emulator and tracks SSB64 stats. I want to do the same thing with the physical N64. Currently it is possible to read the memory with a gameshark pro, however it's extremely slow, buggy, and not practical for what I am trying to accomplish. Would it be possible to tap into the gameshark, or the N64 directly, to access the memory in real time? Thanks!

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

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

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • C# 2d array value check [duplicate]

    - by TLFTN
    This question already has an answer here: 3-in-a-row or more logic 4 answers I've managed to create a 2d array, then made it fill up with random numbers, like this: int[,] grid = new int[5, 5] ; Random randomNumber = new Random(); var rowLength = grid.GetLength(0); var colLength = grid.GetLength(1); for (int row = 0; row < rowLength; row++) { for (int col = 0; col < colLength; col++){ grid[row, col] = randomNumber.Next(5); Console.Write(String.Format("{0}\t", grid[row, col]));} Console.WriteLine(); } This results in an array with random values. Example: 3 0 0 3 3 1 3 3 3 2 0 0 2 0 4 3 3 2 0 3 4 0 3 3 0 Notice those three 3s which are connected to each other(in the second row), now how would I check if there's a match like this?

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  • RPG Equipped Item System

    - by Jimmt
    I'm making a 2d rpg with libgdx and java. I have an Inventory class with an Array of Items, and now I want to be able to equip items onto the player. Would it be more managable to do have every item have an "equipped" boolean flag have an "equipped" array in the player class have individual equipped fields in player class, e.g. private Item equippedWeapon; private Item equippedArmor; public void equipWeapon(Item weapon){ equippedWeapon = weapon; } Or just another way completely? Thanks.

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  • Fog with Blend in OpenGL

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

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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