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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

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  • Threading iPhone

    - by bobobobo
    Say I have a group of large meshes that I have to intersect rays against. Assume also, for whatever reason, I cannot further simplify/reduce poly check count by spatial subdivisioning. I can do this in parallel: bool intersects( list of meshes ) // a mesh is a group of triangles { create n threads foreach mesh in meshes assign to a thread in threads wait until ( threads.run() ) ; // run asynchronously // when they're all done // pull out intersected triangles // from per-thread context data } Can you do this in ios for games? Or is the overhead of thread creation and mutex waiting going to beat-out the benefit of multithreading?

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

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  • glTranslate, how exactly does it work?

    - by mykk
    I have some trouble understanding how does glTranslate work. At first I thought it would just simply add values to axis to do the transformation. However then I have created two objects that would load bitmaps, one has matrix set to GL_TEXTURE: public class Background { float[] vertices = new float[] { 0f, -1f, 0.0f, 4f, -1f, 0.0f, 0f, 1f, 0.0f, 4f, 1f, 0.0f }; .... private float backgroundScrolled = 0; public void scrollBackground(GL10 gl) { gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef(backgroundScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); backgroundScrolled += 0.01f; gl.glLoadIdentity(); } } and another to GL_MODELVIEW: public class Box { float[] vertices = new float[] { 0.5f, 0f, 0.0f, 1f, 0f, 0.0f, 0.5f, 0.5f, 0.0f, 1f, 0.5f, 0.0f }; .... private float boxScrolled = 0; public void scrollBackground(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(boxScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); boxScrolled+= 0.01f; gl.glLoadIdentity(); } } Now they are both drawn in Renderer.OnDraw. However background moves exactly 5 times faster. If I multiply boxScrolled by 5 they will be in sinc and will move together. If I modify backgrounds vertices to be float[] vertices = new float[] { 1f, -1f, 0.0f, 0f, -1f, 0.0f, 1f, 1f, 0.0f, 0f, 1f, 0.0f }; It will also be in sinc with the box. So, what is going under glTranslate?

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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Why doesn't light continuous on my model?

    - by nosferat
    I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of textured cubes: What is more odd, the light on the blocks that makes up the floor is continuous. What am I doing wrong? UPDATE This is how it looks like without textures: https://dl.dropbox.com/u/45620018/without%20textures.PNG If I would not know that these are perfect cubes, I'd say there is a slight curve on surface. I also tried lightening the texture but it also didn't help: https://dl.dropbox.com/u/45620018/lighter%20texture.PNG I just simply exported the model from Blender and did not set up any normals or things like that. However I also did not do any special woth the floor brick model.

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • LibGDX - SpriteBatch's .draw() method requiring float[]

    - by just_a_programmer
    Please excuse my lack of knowledge with LibGDX, as I have just started learning it. I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so: // the following code is in the main file in the core project folder: // this is in the create() method: private SpriteBatch batch; batch = new SpriteBatch(); // this is in the render() method: batch.draw(batch, "Hello world", 200, 200); I am getting an error saying: The method draw(texture, float[], int, int) in the type SpriteBatch is not applicable for the arguments (SpriteBatch, int, int) So, LibGDX wants a float array to draw instead of a string? Thanks in advance.

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • OpenGL doesn't draw (3.3+) [on hold]

    - by Dhiego Magalhães
    Brief: I've been following this tutorial about OpenGL for 2 days, and I still can't have a triangle drawn, so I'm asking for help here. The tutorial is turned to OpenGL version 3.3 programing, using vertex arrays, buffers, etc. The libraries are: GLFW3 and GLEW, and I setted them by myself. The screen keeps black all the time. Full code: link here (It's just like a Hello World opengl program) Further Details: I get no errors at all. I downloaded a software to test my video card, and it supports OpenGL 4.1+ Standard OpenGL code for drawing (from earlier version) such as this one works normally. I'm using Microsoft Visual Studio 10.0 I presume all the OpenGL implementation was dune right: I added Additional Dependences to the linker as glew32.lib, opengl32.lib, glfw3.lib. The glew.dll was placed at SysWOW64 - because I'm running window 64bits, and glew is 32. Notes: I've been working hard to find out what this is, but I can't find. I would appreciate if anyone could test this code for me, so I can know if I implemented something wrong, and that its not my code.

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so?

    - by Amoxus
    I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons of having an event system are: so that you can call code B from code A, but still want to prioritize code A. to make sure there are no freaky loopedy loops where code A calls code B calls code A ... I wonder what Ansca's rationale behind having events being handled directly this way is. And does Corona handle loopedy loops and other such pitfalls gracefully? The following code demonstrates dispatchEvent(): T= {} Z = display.newRect(100,100,100,100) function T.doSomething() print("T.doSomething: begun") local event = { name="myEventType", target=T } Z:dispatchEvent( event ) print("T.doSomething: ended") end function Z.sayHello(event) print("Z.sayHello: begun and ended") end Z:addEventListener("myEventType", Z.sayHello) print("Main: begun") T.doSomething() print("Main: ended") However Ansca claims the contrary at http://developer.coronalabs.com/reference/index/objectdispatchevent Can anyone clear this up a little? ( Using Corona simulator V 2012.840 )

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  • applyAngularVelocity causes error when called right after object instantiation

    - by Appeltaart
    I'm trying to make a physicsBody rotate as soon as it is instantiated. CCNode* ball = [CCBReader load:@"Ball"]; [ball.physicsBody applyForce:force]; [ball.physicsBody applyAngularImpulse:arc4random_uniform(360) - 180]; Applying force works fine, the last line however throws an error in cpBody.c line 123: cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid."); When I don't apply force and merely rotate the problem persists. If I send applyAngularImpulse at some later point (in this case on a touch) it does work. Is this function not supposed to be called right after instantiation, or is this a bug?

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  • Dynamic content realoding

    - by Kikaimaru
    Is there a relatively simple way to dynamicaly reload content files? (ie: effect files) I know i can do 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. Problem is with step 3 (and step 2 isn't that nice too). But i need to unload everything because if i have model Hero.x which references Model.fx effect, and i change Model.fx file, i need to reload Hero.x file which will then call LoadExternalReference on Model.fx. So I guess question is, did someone mange to make this work without rewriting whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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