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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • ssao implementation

    - by Irbis
    I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: worldPosition = vec3(ModelMatrix * vec4(inPosition, 1.0)); normal = normalize(normalModelMatrix * inNormal); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(inPosition, 1.0); Next for a ssao calculations I render a scene as a full screen quad and I save an occlusion parameter in a texture. (Vertex positions in the world space: link Normals in the world space: link) SSAO implementation: subroutine (RenderPassType) void ssao() { vec2 texCoord = CalcTexCoord(); vec3 worldPos = texture(texture0, texCoord).xyz; vec3 normal = normalize(texture(texture1, texCoord).xyz); vec2 noiseScale = vec2(screenSize.x / 4, screenSize.y / 4); vec3 rvec = texture(texture2, texCoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; float radius = 4.0; for (int i = 0; i < kernelSize; ++i) { vec3 pix = tbn * kernel[i]; pix = pix * radius + worldPos; vec4 offset = vec4(pix, 1.0); offset = ProjectionMatrix * ViewMatrix * offset; offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sample_depth = texture(texture0, offset.xy).z; float range_check = abs(worldPos.z - sample_depth) < radius ? 1.0 : 0.0; occlusion += (sample_depth <= pix.z ? 1.0 : 0.0); } outputColor = vec4(occlusion, occlusion, occlusion, 1); } That code gives following results: camera looking towards -z world space: link camera looking towards +z world space: link I wonder if it is possible to use world coordinates in the above code ? When I move camera I get different results because world space positions don't change. Can I treat worldPos.z as a linear depth ? What should I change to get a correct results ? I except the white areas in place of occlusion, so the ground should has the white areas only near to the object.

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • converting 2d grid of squares to polygon nav mesh

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a 2D matrix of squares, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid. Is there any reading I can look at until I get a chance to get to my computer or should I just give it a go. My idea was to take the non-traversable squares out and extend lines from there edges to make polygons.. that's all I have got so far. Any advice?

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  • Wheel Joint Implementation in AndEngine

    - by Siddharth
    I am currently developing car game in AndEngine. In which I was using revolute joint for car wheel and chassis attachment. But my friend suggest me that use wheel joint for that purpose for better behavior of the car. In AndEnginen I didn't found the wheel joint implementation. So what I have to do for wheel joint implementation. I think I have to manually update the box2d library for this purpose but I don't know how many things get updated. Please suggest me some guidance on achieving better car behavior in AndEngine.

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • PNG file loading error in ImageMagick

    - by khanhhh89
    I'm trying to understand the tutorial 16 at http://ogldev.atspace.co.uk, which requires the image processing library ImageMagick. But when I run the tutorial, I encountered an following error: freeglut: failed to change scree settings Error loading textures 'test.png': no decode delegates for this image format 'C:/../appdata/magick-6024a_cIJcw90t-j'@error/constitute.c/ReadImage/552 I searched for google and found that my ImageMagick library do not have PNG Delegaes, but when I checked for the information of ImageMagick, it sees PNG in its delegate lists. Command line: convert -configure Result: LIB_VERSION 0x687 DELEGATES: bzlib, freetype, jpeg, jp2, lcms, png, tiff, x11, xml, wmf, zlib Could you explain to me this error, thanks so much!

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • How to detect whether an Object came to sleep at a specific position?

    - by Nils Riedemann
    I'm currently writing a small game with box2dweb and I need some direction for this: I'm throwing a Box and have to hit a specific place and trigger an event when the object that's been thrown isn't moving anymore, "fell asleep" so to say. What's the proper way / best practice for this? I'm currently thinking of asking the b2World whether an Object is within a specific AABB and then wait a few seconds, check if it's still there and then trigger the event. But this seems to me like the roundabout way and the object might still be moving inside of that AABB and eventually even drop out of the AABB.

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • What''s easy extensible technique to store game data?

    - by Miro
    I'm looking for library/technique for storing my game resources - levels, object (effects,world info), items(price,effects,...), NPC(visual info, behavior), everything except graphics/audio stuff. I've seen lua used for Awesome WM configuration. protobuf looks good, but it seems to be designed for network communication. I've tried to write my own parser, but as the project grows it's more and more harder to manage it and catch all the bugs. My requiremets: stability easy extension of data without need to convert older versions to newer good(don't have to be the best) performance of loading not much coding not XML!

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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