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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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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • Textures selectively not applying in Unity

    - by user46790
    On certain imported objects (fbx) in Unity, upon applying a material, only the base colour of the material is applied, with none of the tiled texture showing. This isn't universal; on a test model only some submeshes didn't show the texture, while some did. I have tried every combination of import/calculate normals/tangents to no avail. FYI I'm not exactly experienced with the software or gamedev in general; this is to make a small static scene with 3-4 objects max. One model tested was created in 3DSMax, the other in Blender. I've had this happen on every export from Blender, but only some submeshes from the 3DSMax model (internet sourced to test the problem)

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  • Converting a WIndows Store App to Android

    - by pm_2
    I cross posted this from SO I'm very new to Xamarin. I have a few published Windows Store apps and want to convert them to Android. I'm attempting to use Xamarin for this. I'm just using the free version of Xamarin. Here's where I am so far: I am trying two apps - one was build with Monogame and one is just build on the WinRT framework. I have managed to get them both into Xamarin studio, basically by hacking the csproj files. I'm getting build errors because it's missing references. There does appear to be some equivalent Mono / .Net4 libraries, but things like Microsoft.Xna.Framework seem to be missing. So, my question is: am I going about this the right way and, if so, am I missing a step ("convert dependencies" or something)? If I'm not going about this the right way then how should I be doing this (I found very few online resources on this subject)?

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • Bullet Physics implementing custom MotionState class

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

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  • OpenGL Lighting

    - by gopgop
    I have a simple day and night cycle by at day disabling OpenGL lighting and at night enabling openGL Lighting. When I enable everything appears darker. My question is How would I make it that at a specific spot there would be a light that will only light up its surrounding area for example: http://media.giantbomb.com/uploads/0/276/1414275-light_large.png Where the light is is where I want to position my light. My application is in 2D.

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • What's the best way to add some particle or laser effects to an already animated character?

    - by Scott
    I just purchased some rigged and animated robot characters from 3drt for a game I'm making in unity. I would like to be able to add some weapon effects to the characters. For example, I would like for the robots to be able to shot lasers out of the hands at enemies. I have know idea where to even start with this task as I'm more of a programmer than a graphics guy. Can some experienced developers / designers please point me in a good direction? Thanks. Note: As of right now I have maya and blender installed on my computer.

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  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

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  • How to get distance from point to line with distinction between side of line?

    - by tesselode
    I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance from the nearest point. The nicest way I've found of doing this is using the formula: d = |Am + Bn + C| / sqrt(A^2 + B^2) Unfortunately, to have proper collision resolution, I need to know which side of the line the car is hitting, but I can't do that with this formula because it only returns positive numbers. So my question is: is there a formula that will give me positive or negative numbers based on which side of the line the point is on? Can I just get rid of the absolute value in the formula or do I need to do something else?

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Operations on multiple overlapping layers not working

    - by Arun
    Hi I am developing a game in android just like Farmville by Zinga. In that game we have to place elements in the diamond shaped field so the don't overlap each other. Now I did coding for placing the field inside the farm field but I cannot stop the problem of overlapping of the farm field. I Am attaching the code that I have down for all this someone please help me.... try{ if(bm1.getPixel((int)initX,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY+20)!=0){ if(bm1.getPixel((int)initX-20,(int)initY)!=0){ if(bm1.getPixel((int)initX+20,(int)initY)!=0){ if(bm1.getPixel((int)initX,(int)initY-20)!=0){ c.drawBitmap(bm,initX-30,initY-20, paint); } } } } } }catch(Exception e) { Toast.makeText(getContext(), e.toString(), Toast.LENGTH_SHORT); }

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Video playback in games - formats & decoding

    - by snake5
    What free / non-restrictive open-source solutions (not GPL) are available for decoding game videos? The requirements are simple: a relatively easy to use C API encoded files must be quite small there must be an application that converts videos from any format (whatever codec is installed on Windows or equivalent amount of internally decoded formats) decoding has to happen fairly quickly bonus points go to file formats that are popular / actively supported and developed

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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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