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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How can I easily create cloud texture maps?

    - by EdwardTeach
    I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they use earth cloud maps from NASA. However I will be creating a fictional universe with many procedurally-generated planets. So I would like to use many variations. I'm hoping there's a way to procedurally generate cloud maps such as the NASA link. I will also need to create gas giants, so I will also need other kinds of cloud texture maps. If that is too difficult, I could fall back to creating several variations of cloud maps. For example, 3 for earth-like, 3 for gas giants, etc. So how do I statically create or programmatically generate such cloud maps?

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  • Efficient existing rating system for multiplayer?

    - by Nikolay Kuznetsov
    I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should depends on Rating of opponents in the game room Number of players in game room and final place of a player Person gets rating increase if he plays more games and more frequently If a person leaves a game room (disconnect) before the game ends he should get punished with a high rating decrease I have found two related questions in here Developing an ELO like point system for a multiplayer gaming site Simplest most effective way to rank and measure player skill in a multi-player environment? Please, let me know what would be the most appropriate existing rating model to refer.

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Facebook Game database design

    - by facebook-100000781341887
    Hi, I'm currently develop a facebook mafia like PHP game(of course, a light weight version), here is a simplify database(MySQL) of the game id-a <int3> <for index> uid <chr15> <facebook uid> HP <int3> <health point> exp <int3> <experience> money <int3> <money> list_inventory <chr5> <the inventory user hold...some special here, talk next> ... and 20 other fields just like reputation, num of combat... *the number next to the type is the size(byte) of the type For the list_inventory, there have 40 inventorys in my game, (actually, I have 5 these kind of list in my database), and each user can only contain 1 qty of each inventory, therefore, I assign 5 char for this field and each bit of char as 1 item(5 char * 8 bit = 40 slot), and I will do some manipulation by PHP to extract the data from this 5 byte. OK, I was thinking on this, if this game contains 100,000 user, and only 10% are active, therefore, if use my method, for the space use, 5 byte * 100,000 = 500 KB if I use another method, create a table user_hold_inventory, if the user have the inventory, then insert a record into this table, so, for 10,000 active user, I assume they got all item, but for other, I assume they got no item, here is the fields of the new table id-b <int3> <for index> id-a <int3> <id of the user table> inv_no <int1> <inventory that user hold> for the space use, ([id] (3+3) byte + [inv_no] 1 byte ) * [active user] 10,000 * [all inventory] * 40 = 2.8 MB seems method 2 have use more space, but it consume less CPU power. Please comment these 2 method or please correct me if there have another better method rather than what I think. Another question is, my database contain 26 fields, but I counted 5 of them are not change frquently, should I need to separate it on the other table or not? So many words, thanks for reading :)

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Writing to a structured buffer with a compute shader (D3D11)

    - by Vertexwahn
    I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU accessible buffer is made to print the content of the structured buffer to the console. The output is as expected (Numbers 0 to 99 appear on the console). Afterwards I use a compute shader that should change the contents of the structured buffer: RWStructuredBuffer<float> Result : register( u0 ); [numthreads(1, 1, 1)] void CS_main( uint3 GroupId : SV_GroupID ) { Result[GroupId.x] = GroupId.x * 10; } But the compute shader does not change the contents of the structured buffer. The source code can be found here (main.cpp): https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/main.cpp?at=default FillCS.hlsl: https://bitbucket.org/Vertexwahn/cmakedemos/src/4abb067afd5781b87a553c4c720956668adca22a/D3D11ComputeShader/src/FillCS.hlsl?at=default

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • Best way to implement an AI for Dominion? [on hold]

    - by j will
    I'm creating a desktop client and server backend for the game, Dominion, by Donald X. Vaccarino. I've been reading up on AI techniques and algorithms and I just wanted to what is the best way to implement an AI for such a game? Would it better to look at neural networks, genetic algorithms, decision trees, fuzzy logic, or any other methodology? For those who do not know how Dominion works, check out this part of the wikipedia article: http://en.wikipedia.org/wiki/Dominion_(card_game)#Gameplay

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • Everything "invisible" when launching map from launcher

    - by Predanoob
    Excuse my noobiness, but I downloaded the SDK, and I tried the map Forest from within the editor and it worked fine. However if I launch it from the Launcher using the console it looks like this: http://i.stack.imgur.com/U7rPU.jpg I can use the weapons(although they are invisible), and interact with objects despite not seeing them. I also did my own map same problem. What am I doing wrong? ?(

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  • How do I dynamically reload content files?

    - by Kikaimaru
    Is there a relatively simple way to dynamically reload content files, such as effect files? I know I can do the following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load all content And use double references to reference content files. The problem is with step 3 (and step 2 isn't that nice either). I need to unload everything because if I have model Hero.x which references Model.fx effect, and I change the Model.fx file, I need to reload the Hero.x file which will then call LoadExternalReference on Model.fx. Has someone managed to make this work without rewriting the whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • Generate texture for a heightmap

    - by James
    I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate one single texture from an SDL_Surface (i'm using SDL) and just send that into opengl. I'll put my code for creating the texture and reading the colour values. It is a 24bit TGA i'm loading, and i've confirmed that the rest of my code works because i was able to send the surfaces pixels directly to my createTextureFromData function and it drew fine. struct RGBColour { RGBColour() : r(0), g(0), b(0) {} RGBColour(unsigned char red, unsigned char green, unsigned char blue) : r(red), g(green), b(blue) {} unsigned char r; unsigned char g; unsigned char b; }; // main loading code SDLSurfaceReader* reader = new SDLSurfaceReader(m_renderer); reader->readSurface("images/grass.tga"); // new texture unsigned char* newTexture = new unsigned char[reader->m_surface->w * reader->m_surface->h * 3 * reader->m_surface->w]; for (int y = 0; y < reader->m_surface->h; y++) { for (int x = 0; x < reader->m_surface->w; x += 3) { int index = (y * reader->m_surface->w) + x; RGBColour colour = reader->getColourAt(x, y); newTexture[index] = colour.r; newTexture[index + 1] = colour.g; newTexture[index + 2] = colour.b; } } unsigned int id = m_renderer->createTextureFromData(newTexture, reader->m_surface->w, reader->m_surface->h, RGB); // functions for reading pixels RGBColour SDLSurfaceReader::getColourAt(int x, int y) { Uint32 pixel; Uint8 red, green, blue; RGBColour rgb; pixel = getPixel(m_surface, x, y); SDL_LockSurface(m_surface); SDL_GetRGB(pixel, m_surface->format, &red, &green, &blue); SDL_UnlockSurface(m_surface); rgb.r = red; rgb.b = blue; rgb.g = green; return rgb; } // this function taken from SDL documentation // http://www.libsdl.org/cgi/docwiki.cgi/Introduction_to_SDL_Video#getpixel Uint32 SDLSurfaceReader::getPixel(SDL_Surface* surface, int x, int y) { int bpp = m_surface->format->BytesPerPixel; Uint8 *p = (Uint8*)m_surface->pixels + y * m_surface->pitch + x * bpp; switch (bpp) { case 1: return *p; case 2: return *(Uint16*)p; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32*)p; default: return 0; } } I've been stumped at this, and I need help badly! Thanks so much for any advice.

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  • Computer Games Technolgy or Software Engineering?

    - by Suleman Anwar
    I'm in the last year of my college and going to university next year. Could you tell me what the difference between Software Engineering and Computer Games Technology is? I know a bit of both but don't know the actual difference. I'm kind off in a dilemma between these two. I want to be a programmer, I'd love to go into gaming but I heard getting a job within a computer games company is really hard.

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