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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • how get collision callback of two specific objects using bullet physics?

    - by sebap123
    I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change color or whatever when colides with another. I wrote code from bullet wiki: int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); for (int i=0;i<numManifolds;i++) { btPersistentManifold* contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0()); btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for (int j=0;j<numContacts;j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if (pt.getDistance()<0.f) { const btVector3& ptA = pt.getPositionWorldOnA(); const btVector3& ptB = pt.getPositionWorldOnB(); const btVector3& normalOnB = pt.m_normalWorldOnB; bool x = (ContactProcessedCallback)(pt,fallRigidBody,earthRigidBody); if(x) printf("collision\n"); } } } where fallRigidBody is a dynamic body - a sphere and earthRigiBody is static body - StaticPlaneShape and sphere isn't touching earthRigidBody all the time. I have got also other objects that are colliding with sphere and it works fine. But the program detects collision all the time. It doesn't matter if the objects are or aren't colliding. I have also added after declarations of rigid body: earthRigidBody->setCollisionFlags(earthRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); fallRigidBody->setCollisionFlags(fallRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); So can someone tell me what I am doing wrong? Maybe it is something simple?

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • How to adjust the shooting angle of an object

    - by Blue
    I've been trying to add an angle adjustment feature to a power bar that I got from unity3dStudents. But I can't seem to get the code right. I'm using addforce to rigidbody, it works but the power is too great. I also found that rotating the object it's shooting from changes the angle. But I don't know how to proceed from that. Can somebody show me the problem with the script below, as in how to add height to the addforce without it going to far up or to the side? Or how to change the angle of the object? var theAngle : int; var maxAngle : int = 130; var minAngle : int = 0; var angleIncreasing : boolean = false; var angleDecreasing : boolean = false; var rotationSpeed : float = 10; var ball : Rigidbody; var spawnPos : Transform; var shotForce : float = 25; function Update () { if(Input.GetKeyDown("k")){ angleIncreasing = true; angleDecreasing = false; } if(Input.GetKeyUp("k")){ angleIncreasing = false; } if(Input.GetKeyDown("l")){ angleIncreasing = false; angleDecreasing = true; } if(Input.GetKeyUp("l")){ angleDecreasing = false; } ------- if(angleIncreasing){ theAngle += Time.deltaTime * rotationSpeed; if(theAngle > maxAngle){ theAngle = maxAngle; } } if(angleDecreasing){ theAngle -= Time.deltaTime * rotationSpeed; if(theAngle < minAngle){ theAngle = minAngle; } } } function Shoot(power : float, angle : int){ ---- var forward : Vector3 = spawnPos.forward; var upward : Vector3 = spawnPos.up; pFab.AddForce(forward * power * shotForce); pFab.AddForce(upward * angle * 10); ---- }

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  • Double Buffering in Panda3D (C++)

    - by jsvcycling
    How would I go about using Double Buffering (to create a loading screen) in Panda3D using C++? I've searched Google and found some forums that talk about the concept of swapping buffers, but I haven't seen any that show any type of source code (specifically Panda3D/C++). I'd like to try and stay away from using pure OpenGL code and work it through Panda3D, but if I have no other choice, then I'll have to go with OpenGL coding.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • Is this the most effect simple way to display a moving image? SDL2

    - by user36324
    I've looked around for tutorials on SDL2, but there isnt many so I am curious i was messing around and is this an effective way to move an image. One problem is that it drags along the image to where it moves. #include "SDL.h" #include "SDL_image.h" int main(int argc, char* argv[]) { bool exit = false; SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_Surface *png = IMG_Load("character.png"); SDL_Rect src; src.x = 0; src.y = 0; src.w = 161; src.h = 159; SDL_Rect dest; dest.x = 50; dest.y = 50; dest.w = 161; dest.h = 159; SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png); SDL_FreeSurface(png); while(exit==false){ dest.x++; SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, &src, &dest); SDL_RenderPresent(ren); } SDL_Delay(5000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); }

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • BlockingCollection having issues with byte arrays

    - by MJLaukala
    I am having an issue where an object with a byte[20] is being passed into a BlockingCollection on one thread and another thread returning the object with a byte[0] using BlockingCollection.Take(). I think this is a threading issue but I do not know where or why this is happening considering that BlockingCollection is a concurrent collection. Sometimes on thread2, myclass2.mybytes equals byte[0]. Any information on how to fix this is greatly appreciated. MessageBuffer.cs public class MessageBuffer : BlockingCollection<Message> { } In the class that has Listener() and ReceivedMessageHandler(object messageProcessor) private MessageBuffer RecievedMessageBuffer; On Thread1 private void Listener() { while (this.IsListening) { try { Message message = Message.ReadMessage(this.Stream, this); if (message != null) { this.RecievedMessageBuffer.Add(message); } } catch (IOException ex) { if (!this.Client.Connected) { this.OnDisconnected(); } else { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } catch (Exception ex) { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } } Message.ReadMessage(NetworkStream stream, iTcpConnectClient client) public static Message ReadMessage(NetworkStream stream, iTcpConnectClient client) { int ClassType = -1; Message message = null; try { ClassType = stream.ReadByte(); if (ClassType == -1) { return null; } if (!Message.IDTOCLASS.ContainsKey((byte)ClassType)) { throw new IOException("Class type not found"); } message = Message.GetNewMessage((byte)ClassType); message.Client = client; message.ReadData(stream); if (message.Buffer.Length < message.MessageSize + Message.HeaderSize) { return null; } } catch (IOException ex) { Logger.LogException(ex.ToString()); throw ex; } catch (Exception ex) { Logger.LogException(ex.ToString()); //throw ex; } return message; } On Thread2 private void ReceivedMessageHandler(object messageProcessor) { if (messageProcessor != null) { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(messageProcessor); } } else { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(); } } } PlayerStateMessage.cs public class PlayerStateMessage : Message { public GameObject PlayerState; public override int MessageSize { get { return 12; } } public PlayerStateMessage() : base() { this.PlayerState = new GameObject(); } public PlayerStateMessage(GameObject playerState) { this.PlayerState = playerState; } public override void Reconstruct() { this.PlayerState.Poisiton = this.GetVector2FromBuffer(0); this.PlayerState.Rotation = this.GetFloatFromBuffer(8); base.Reconstruct(); } public override void Deconstruct() { this.CreateBuffer(); this.AddToBuffer(this.PlayerState.Poisiton, 0); this.AddToBuffer(this.PlayerState.Rotation, 8); base.Deconstruct(); } public override void HandleMessage(object messageProcessor) { ((MessageProcessor)messageProcessor).ProcessPlayerStateMessage(this); } } Message.GetVector2FromBuffer(int bufferlocation) This is where the exception is thrown because this.Buffer is byte[0] when it should be byte[20]. public Vector2 GetVector2FromBuffer(int bufferlocation) { return new Vector2( BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation), BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation + 4)); }

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • Spherical harmonics lighting interpolation

    - by TravisG
    I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values. Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations? In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • Generating and rendering not point-like particles on GPU

    - by TravisG
    Specifically I'm talking about particles as seen (for example) in the UE4 dev video here. They're not just points and seem to have a nice shape to them that seems to follow their movement. Is it possible to create these kinds of particles (efficiently) completely on the GPU (perhaps through something like motion? Or is the only (or most efficient) way to just create a small particle texture and render small quads for each particle?

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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