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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

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  • Full screen blackout using allegro in codeblocks

    - by Armando Ortiz
    I'm very interested in game programming and I'm taking my first steps alone. So I installed allegro. Although Dev-C++ didn't work, Code::Blocks compiled successfully. I started out with this basic program: #include <allegro.h> int main(){ allegro_init(); install_keyboard(); set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0); readkey(); return 0; } END_OF_MAIN(); The problem comes in when I try to run it. It opens the little window as always, but rapidly blacks out my whole screen. I press any key and it takes me back to the little window telling me that it finished, which means the program worked. But I try any other program with allegro, like: #include <allegro.h> int x = 10; int y = 10; int main(){ allegro_init(); install_keyboard(); set_gfx_mode( GFX_AUTODETECT, 640, 480, 0, 0); while ( !key[KEY_ESC] ){ clear_keybuf(); acquire_screen(); textout_ex( screen, font, " ", x, y, makecol( 0, 0, 0), makecol( 0, 0, 0) ); if (key[KEY_UP]) --y; else if (key[KEY_DOWN]) ++y; else if (key[KEY_RIGHT]) ++x; else if (key[KEY_LEFT]) --x; textout_ex( screen, font, "@", x, y, makecol( 255, 0, 0), makecol( 0, 0, 0) ); release_screen(); rest(50); } return 0; } END_OF_MAIN(); And the same thing happens over and over again! Is there something I'm doing wrong?

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  • Seek Steering Behavior with Target Direction for Group of Fighters

    - by SebastianStehle
    I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the leader and an offset. This works well. But when my spaceships arrive they all have a different direction. I want them to keep to look in the same direction (target - start). I also want to combine this behavior with a minimum turning radius that is based on the speed. The only idea I have is to calculate a path for each spaceship with an point before the target position, so the ships have some time left to turn into the right position. But I dont know if this is a good idea. I guess there will be a lot of rare cases where this can cause a problem. So the question is, if anybody knows how to solve this problem and has some (simple code) or pseudocode for me or at least some good explanation.

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • how to create texture for modelmesh?

    - by Berend
    Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the texture(wich is not yet a texture) so I can put another texture on it. I can create a texture and put it on a certain mesh. But I just cant figure out how I can create a texture with the right size. I also already found out i can use text2dproj in hlsl. But when i do this i get a gray stripe in the look. Is there a better solution?

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  • How do I generate terrain like that of Scorched Earth?

    - by alex
    Hi, I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. My first attempt made me realise I couldn't just randomise the y value; there had to be some sanity in the peaks and troughs. I have Googled around a bit, but either I can't find something simple enough for me or I am using the wrong keywords. Can you please show me what sort of algorithm I would use to generate something in the example, keeping in mind that I am completely new to games programming (since making Breakout in 2003 with Visual Basic anyway)?

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • I'm using OpenAL, trying to load a .ogg file and having .dll troubles

    - by Brendan Webster
    I'm using OpenAL for my game's music, and it loads .wav files by default, but to load in Ogg files I had to download and setup a few .dlls and lib files. I have fixed all errors with dlls except for this: I need vorbis.dll, and it says it's missing vorbis_window. I just can't find the dll anywhere online that includes the vorbis_window, anyone have suggestions on how I should fix this problem with my dll?

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  • Strange javascript error when using Kongregates API

    - by Phil
    In the hopes of finding a fellow unity3d developer also aiming for the Kongregate contest.. I've implemented the Kongregate API and can see that the game receives a call with my username and presents it ingame. I'm using Application.ExternalCall("kongregate.stats.submit",type,amount); where type is a string "Best Score" and amount is an int (1000 or something). This is the error I'm getting: You are trying to call recursively into the Flash Player which is not allowed. In most cases the JavaScript setTimeout function, can be used as a workaround. callASFunction:function(a,b){if(FABrid...tion, can be used as a workaround."); I'm wondering, has anyone else had this error or am I somehow doing something stupid? Thanks!

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  • LWJGL - OpenGL - Texture shading

    - by Trixmix
    I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the letter in a certain color. How would you do something like this without needed to create different colored letter sprite sheets? Task for the shader: Simply change all pixels to a certain color in the texture. Input: Color , texture. Output: it draws onto the screen the new colored texture. How do i accomplish such a thing?

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • UDK ParticleSystem Problem

    - by EmAdpres
    I use below code to create my particles ( in fact, I don't know any other way.) spawnedParticleComponents = WorldInfo.MyEmitterPool.SpawnEmitter(ParticleSystem'ParticleName', Location, Rotator ); spawnedParticleComponents.setTranslation(newLocation); ... And unfortunately, I spawn many particles in game. When I play my game, after some time, I see Exceeded max active pooled emitters! Warning in console . To solve the problem, first, I tried spawnedParticleComponents.DeactivateSystem();, But it doesn't help. Then I try WorldInfo.MyEmitterPool.ClearPoolComponents(false);, But it doesn't either . :( How can I destroy many spawned particles and avoid this warning ?

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • How to show a minimap in a 3d world

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, i want to show a small 2d representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch, but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure i'm supposed to use the one SpriteBatch that i can have on the minimap, and i'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI...is there any way to integrate these two?

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  • Transformation matrix that maps a window

    - by gbhall
    I'm currently learning OpenGL at uni, and they give us questions to help us learn (these are not worth anything), however I'm stuck on this one question and would have to travel over an hour and a half to uni for an answer. How do I do this question? Please include as many steps as you can, I want to be able to follow exactly how to do this. Find the transformation that maps a window whose lower left corner is at (1,1) and upper right corner is at (3,5) onto: The entire device screen whose dimension is (600, 500) A viewport that has lower left corner at (100,100) and upper right corner at (400,400) Edit: Damn sorry I should have added I am meant to find the matrix, so no code.

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  • Tweaking AStar to find closest location to unreachable destination

    - by Shivan Dragon
    I've implemented AStar in Java and it works ok for an area with obstacles where the chosen destination is reachable. However, when the destination is unreachable, the calculated "path" is in no way to the closest location (to the unreachable location) but is instead some random path. Is there a feasible way to tweak AStar into finding the path to the closest location to an unreachable destination?

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