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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Algorithm to find average position

    - by Simran kaur
    In the given diagram, I have the extreme left and right points, that is -2 and 4 in this case. So, obviously, I can calculate the width which is 6 in this case. What we know: The number of partitions:3 in this case The partition number at at any point i.e which one is 1st,second or third partition (numbered starting from left) What I want: The position of the purple line drawn which is positio of average of a particular partition So, basically I just want a generalized formula to calculate position of the average at any point.

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  • FreeType2 Crash on FT_Init_FreeType

    - by JoeyDewd
    I'm currently trying to learn how to use the FreeType2 library for drawing fonts with OpenGL. However, when I start the program it immediately crashes with the following error: "(Can't correctly start the application (0xc000007b))" Commenting the FT_Init_FreeType removes the error and my game starts just fine. I'm wondering if it's my code or has something to do with loading the dll file. My code: #include "SpaceGame.h" #include <ft2build.h> #include FT_FREETYPE_H //Freetype test FT_Library library; Game::Game(int Width, int Height) { //Freetype FT_Error error = FT_Init_FreeType(&library); if(error) { cout << "Error occured during FT initialisation" << endl; } And my current use of the FreeType2 files. Inside my bin folder (where debug .exe is located) is: freetype6.dll, libfreetype.dll.a, libfreetype-6.dll. In Code::Blocks, I've linked to the lib and include folder of the FreeType 2.3.5.1 version. And included a compiler flag: -lfreetype My program starts perfectly fine if I comment out the FT_Init function which means the includes, and library files should be fine. I can't find a solution to my problem and google isn't helping me so any help would be greatly appreciated.

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • Early Z culling - Ogre

    - by teodron
    This question is concerned with how one can enable this "pixel filter" to work within an Ogre based app. Simply put, one can write two passes, the first without writing any colour values to the frame buffer lighting off colour_write off shading flat The second pass is the one that employs heavy pixel shader computations, hence it would be really nice to get rid of those hidden surface patches and not process them pixel-wise. This approach works, except for one thing: objects with alpha, such as billboard trees suffer in a peculiar way - from one side, they seem to capture the sky/background within their alpha region and ignore other trees/houses behind them, while viewed from the other side, they exhibit the desired behavior. To tackle the issue, I thought I could write a custom vertex shader in the first pass and offset the projected Z component of the vertex a little further away from its actual position, so that in the second pass there is a need to recompute correctly the pixels of the objects closest to the camera. This doesn't work at all, all surfaces are processed in the pixel shader and there is no performance gain. So, if anyone has done a similar trick with Ogre and alpha objects, kindly please help.

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  • Handling packet impersonating in client-server model online game

    - by TheDespite
    I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet from someone else and modify it to execute any non-critical action for another client. I am currently compressing all datagrams so that adds just a tad of security. Edit: One way I thought about was to send a unique "key" to the verified client every x_time and then the client has to add that to all of it's update packets until a new key is sent. Edit2: I should have mentioned that I am not concerned about whether the actions described in the packet are available to the client at the time, this is all checked by the server which I thought was obvious. I am only concerned about someone sending packets for another client.

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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • Basic tutorial/introduction for 3d matrices, idealy in c++, without openGl or directX

    - by René Nyffenegger
    I am wondering if there is a simple tutorial that covers the basics of how to initialize rotation, translation and projection matrices, and how to multiply them, and how to get the screen coordinates afterwards for a 3d point. Idealy, the tutorial comes with compilable code and is not dependent on any 3rd party library. Searching the internet, I found lots of tutorials, so this is not the problem. Yet, it seemed all of these either covered openGl or directX, or they were theoretical in nature.

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  • Detecting long held keys on keyboard

    - by Robinson Joaquin
    I just want to ask if can I check for "KEY"(keyboard) that is HOLD/PRESSED for a long time, because I am to create a clone of breakout with air hockey for 2 different human players. Here's the list of my concern: Do I need other/ 3rd party library for KEY HOLDS? Is multi-threading needed? I don't know anything about this multi-threading stuff and I don't think about using one(I'm just a NEWBIE). One more thing, what if the two players pressed their respective key at the same time, how can I program to avoid error or worse one player's key is prioritized first before the the key of the other. example: Player 1 = W for UP & S for DOWN Player 2 = O for UP & L for DOWN (example: W & L is pressed at the same time) PS: I use GLUT for the visuals of the game.

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  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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