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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • Change the scale-policy of OpenGL ES in Android?

    - by wanting252
    I currently develop a game for Android in OpenGL ES 1.0, use libgdx library. I target the 720x480 screen size. For example, I design only one arts pack for 720x480. And what will happen in Android phones with screen-size smaller or bigger than it, 480x320 for instance? Could you please tell me how to change the scale-policy of OpenGL ES in Android? Or in libgdx specially? Is there anything like "Resample Image" like photoshop?(Nearest Neighbor, Bilinear, Bicubic etc..) for libgdx? Edit: I found some tutorials about texture filter in OpenGL, test it with Linear and Nearest. Linear is good for scaling but slow down the game, and Nearest is on the contrary. What should I do to get a balance between those?

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  • Change the shape of body dynamically

    - by user45491
    I have a problem where i have a ballon which i need to continuously inflate and defalte in update method, I have tried to used setScaleCenter but it is not giving desired result. Below is a code i am trying to make work scale += (float) ((dist-lastDist)/lastDist); Log.d("pinch","scale is "+scale); Log.d("pinch","change in scale is "+(float) ((lastDist-dist)/lastDist)); player.setScaleCenter(scale, scale); player.setScale(scale);

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  • How to rotate camera centered around the camera's position?

    - by tnutty
    Currently I am using gluLook at like so: gluLookAt(position.x, position.y, position.z, viewPoint.x, viewPoint.y, viewPoint.z, upVector.x, upVector.y, upVector.z); with the above, don't know if you need more information, how could I change it so that the camera acts like its rotating around itself, instead rotating around its viewpoint. You can see the current code at https://github.com/dchhetri/OpenGL-City/blob/master/opengl_camera.cpp, that class was adapted from codecolony.com.

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  • Minecraft mob spawning coding?

    - by Richard
    I recently discovered how to change the game (with MCP) and now I'd like to do my first "big" change to the game, creating new mobs. I already made their skin, the model, the AI and added a new entityID to the mob list. I just need to know how to make them spawn normally under similar conditions to zombies and skeletons. Thanks in advance! :D EDIT: Also, if anyone knows it, post tutorials about minecraft code editing, that would be great.

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

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  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

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  • Calculating the force of an impact?

    - by meds
    I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in mind this is all for a 2D physics engine. I don't think it's as simple as adding up these values and figuring out if it's large enogh it makes a large impact since that doesn't take into account if the two objects are travelling in the same direction (as an example). Any ideas?

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • Anyone can suggest some Game Frameworks for GNU/Linux? [closed]

    - by dysoco
    So I've been developing a little bit with XNA + C# in Windows, not really much: just some 2D stuff, but I've found that XNA is a really good framework. I'm a GNU/Linux user, and I'm definitely migrating my desktop to Gentoo Linux (I've been using Arch in my laptop for a while now). But, of course, I need a C# + XNA alternative... I'm not really an expert in any language, so I can really pick up anything (except, maybe, Functional ones), I prefer C-Like languages like Java or Ruby, I tried Python but found the Whitespace syntax confusing. I would like to hear some of you'r suggestions, I'm not asking for "the best", but for "some suggestions", so I think this is objective enough. Probably you're going to suggest C++ + SDL, but I would prefer something more "High Level" like XNA, but I'm open to discuss anything. So... any ideas ? Note: I think this questions meets the guidelines for this site, if it doesn't: please not only downvote this question, but comment on what can I do to improve it. Thanks. PS: 2D Games, not 3D

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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • 3d Collision Handling

    - by TobSpr
    I have trouble while detecting collisions on my 3D-Game. I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do with that. One possibility would be, to move the player back to the last position, but that's dirty, and does not work if the player can walk in multiple directions (e.g. if the player runs along a wall). My question is, what to do with the collision data / or in which direction, by which amount move the player? I'm sure there is an algorithm for that (as for almost all is).

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • ideas on multiplayer games which include lots of collaboration?

    - by user494461
    For my master thesis I wanted to design a small multiplayer game which includes more than one player(maybe 5), has 2-3 players collaborating at a time to achieve some task. The most important thing is realistic simulation of the movable objects in the scene which more than one player should simultaneously interact with. I would also prefer large virtual environments (VEs) like mmogs where groups of players are interacting in different areas of the VE. tasks for players should include 2-3 players touching movable objects at same time. e,g, a very basic task can be users lifting a cube together and pushing it through a hole I am not new to designing virtual environments with openGL, but have never designed games before and rarely play other than few of my favorite ones like Fifa. I wanted some ideas on what kind of games should I look at which should help me with ideas for my tasks for the users to gain points and win in games? any current indie games which might inspire me?

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  • How to reduce the time it takes to load my web game? [closed]

    - by Danial
    I created a puzzle game with Unity and uploaded it to one server. This works fine, but I bought a new server and uploaded my game to it as well. There, the loading time is much longer. These are the servers: http://pinheadsinteractive.com/Mozzie/ (fast) http://operation-mozzie-free.com/ (slow) The Unity files are exactly the same from one server to the next. My client is dissatisfied with the new, slow loading time. So, how can I reduce the time my Unity game takes to load? Even in some cases they faced the problem that they could not load the game at all. For the the moment, I'm using an iframe on the new sever as a workaround, but the issue still remains unsolved.

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  • How to work with edge Texture

    - by XzenTorXz
    Im not sure if i use the right terms, but im not able to find something to start with. Im trying to develop a little HTML5 game. I have a ground with a texture and now I want to make a surrounding texture. The texture is an image wich should be bend around the ground. At the moment im using easelJS for display my images/textures. So im looking for some sort of Tutorial/Script/Advice. Im not even sure if I can bend a image in javascript. So the worst case I can think of is split the image in 100 pieces and then put it back together and rotate each piece. for example like this:

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • How to texture voxel terrain without triplanar texturing?

    - by Thelvyn
    How can a voxel terrain (marching cubes) be textured without triplanar mapping ? The goal being to have more artistic freedom. I think, I could unwrap the mesh while extracting the isosurface then use projective painting. But I do not know how to handle terrain modifications without breaking the texture. I also guess that virtual texturing could help here. Links for these matters would be appreciated.

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  • How can I generate Sudoku puzzles?

    - by user223150
    I'm trying to make a Sudoku puzzle generator. It's a lot harder than I expected and the more I get into it, the harder it gets! My current approach is to split the problem into 2 steps: Generate a complete (solved) Sudoku puzzle. Remove numbers until it's solveable and has only 1 solution. In step 1, since I'm using a brute force methods, I'm facing some run time issues. Is there an optimal way of filling in a complete Sudoku puzzle? In step 2, what kind of algorithm should I use to "puzzlize" a solved sudoku?

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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