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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • Label not properly centered in TextButton

    - by Kees de Bruin
    I'm using LibGDX v1.1.0 and I see that the label of a TextButton is not properly centered. I have the following code: m_resumeButton = new TextButton("resume", skin); m_resumeButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { m_state = GameState.RUNNING; getGame().getWorld().pauseWorld(false); } }); The default TextButtonStyle is defined as: "com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle": { "default": { "up": "menu-button", "down": "menu-button-down", "checked": "menu-button-down", "disabled": "menu-button-disabled", "font": "font24", "fontColor": "white" } } The menu button images are simple 240x48 bitmaps saved as 9-patch images. An image can be found here to illustrate the problem: https://www.dropbox.com/s/cwuhu5xb9ro5w6m/screenshot001.jpg Am I doing something wrong? Or is there a problem with the button images I'm using?

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • Windows Phone XAML and XNA Apps with Game Components

    - by row1
    I am using the Windows Phone Template "Windows Phone XAML and XNA Apps" and targeting Windows Phone 7/8. Most examples show your game inheriting from Microsoft.Xna.Framework.Game and then adding Microsoft.Xna.Framework.GameComponent items to the Components collection. But as my game page inherits from PhoneApplicationPage there isn't a Components collection or a Game property. How can I use GameComponent from within PhoneApplicationPage?

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  • Why Android for new (micro) consoles?

    - by Klaim
    There are a lot of new (micro) consoles with Android inside coming soon or already there (OUYA for example). My question is: why use Android and not another OS as base for these consoles? I assume that there are pragmatic answers to this but I can't see any clear killer feature. For example, one can assume that any stable Linux distribution would work (like Valve seem to think). Android is primarily targetted at mobile platforms which mean it is built around the idea of being interrupted which goes against a lot of what console devs needs in new hardware - but is not killing Android as a platform for gamedev either as it's just a constraint. Why not another OS? What's the Android killer features that make micro-console builder using it instead of Linux or anything else?

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • How can I stop my Jitter physics meshes being offset?

    - by ben1066
    I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ConvexHull for each mesh. I then attempt to combine those into a CompoundObject, this however isn't working and depending upon the model the meshes are offset by different amounts. This is the code I'm currently using and it gives me: Any ideas?

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  • Can minecraft support an asymmetrical mesh?

    - by Qwaar
    So in a bout of fancy I have decided I want to play as a Zaku II from gundam, and was saddened that player skins must be symmetrical. Then I remembered my friends mod that let him play as a MLP pony, and another one that let you shapeshift into mobs. So I decided I could just butcher a player model mesh and slap on the shoulder spike and shield, slap a Zaku skin I found on it, port the colors over onto more texture for the shoulder portions, and call it a day once I added it to the shiftable list, before butchering a gun mod to turn a gun into a ZMP-78. Before I get started on this though, I need to know if minecraft will support an asymmetrical mesh.

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Why RenderTarget2D overwrites other objects when trying to put some text in a model?

    - by cad
    I am trying to draw an object composited by two cubes (A & B) (one on top of the other, but for now I have them a little bit more open). I am able to do it and this is the result. (Cube A is the blue and Cube B is the one with brown text that comes from a png texture) But I want to have any text as parameter in the cube B. I have tried what @alecnash suggested in his question, but for some reason when I try to draw cube B, cube A dissapears and everything turns purple. This is my draw code: public void Draw(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix viewMatrix, Matrix projectionMatrix) { graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // CUBE A basicEffect.View = viewMatrix; basicEffect.Projection = projectionMatrix; basicEffect.World = Matrix.CreateTranslation(ModelPosition); basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); drawCUBE_TOP(graphicsDevice); drawCUBE_Floor(graphicsDevice); DrawFullSquareStripesFront(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesLeft(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesRight(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesBack(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); } // CUBE B // Set the World matrix which defines the position of the cube texturedCubeEffect.World = Matrix.CreateTranslation(ModelPosition); // Set the View matrix which defines the camera and what it's looking at texturedCubeEffect.View = viewMatrix; // Set the Projection matrix which defines how we see the scene (Field of view) texturedCubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model texturedCubeEffect.TextureEnabled = true; Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); texturedCubeEffect.Texture = a; //texturedCubeEffect.Texture = cubeTexture; // Enable some pretty lights texturedCubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in texturedCubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } private Texture2D SpriteFontTextToTexture(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, SpriteFont font, string text, Color backgroundColor, Color textColor) { Vector2 Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, (int)Size.X, (int)Size.Y); graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); //have to redo the ColorTexture //spriteBatch.Draw(ColorTexture.Create(graphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); spriteBatch.DrawString(font, text, Vector2.Zero, textColor); spriteBatch.End(); graphicsDevice.SetRenderTarget(null); return renderTarget; } The way I generate texture with dynamic text is: Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); After commenting several parts to see what caused the problem, it seems to be located in this line graphicsDevice.SetRenderTarget(renderTarget);

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • How do I use Content.Load() with raw XML files?

    - by xnanewb
    I'm using the Content.Load() mechanism to load core game definitions from XML files. It works fine, though some definitions should be editable/moddable by the players. Since the content pipeline compiles everything into xnb files, that doesn't work for now. I've seen that the inbuild XNA Song content processor does create 2 files. 1 xnb file which contains meta data for the song and 1 wma file which contains the actual data. I've tried to rebuild that mechanism (so that the second file is the actual xml file), but for some reason I can't use the namespace which contains the IntermediateSerializer class to load the xml (obviously the namespace is only available in a content project?). How can I deploy raw, editable xml files and load them with Content.Load()?

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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  • How do I add Different Screens to my C#/XNA Game?

    - by Ramses Brown
    I'm working on a Pong clone in XNA. Gameplay-wise, I have it where I want it to be. I want to add a title screen and some other screens to it like a menu, as well as a screen for the Winning/Losing results. I've tried the Game State Management Example on the App Hub site, but It's very complicated and I haven't been able to make sense of it. Is there a simpler way? I'm hoping for a solution that can be used in other projects too. Plus I'd like to know how to actually create menu items (basically, how do I display the different options on it, and highlight them, etc).

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  • Dirt compression from vehicle tires

    - by Mungoid
    So I kinda have this working but its not correct because it just averages, so I wanted to know if anyone here has any ideas. I'm trying to simulate loose dirt compression under the tires of a vehicle to reduce the potential bumpiness of 'chunky' terrain. Currently how I do this is that I have a bounding box shape around my tires, set a little lower so they intersect with the terrain. Each frame, I (currently) average all of the heights of each point in the terrain that are within the box bounds of that tire, and then set them all to that average. Clearly this won't work in most cases because, for example, if i'm on a hill, the terrain will deform way too much. One way I thought was to have a max and min amount the points could raise and lower but that still doesn't seem to work properly and sometimes looks more like steps than smooth dirt. I wanna say that there is probably a bit more to this that what i'm currently doing but I am not sure where to look. Could anyone here shed some light on this subject? Would I benefit any by maybe looking up some smoothing algorith or something similar?

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  • How to debug Android App Eclipse?

    - by user2534694
    Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the emulator to see all the stuff, or is there a way to view this after running the app on my phone(while not being connected to the computer) Links to plugins and tips would be really helpful, as im gonna start work on my next game, and while the first one works fine, had a lot of problems while debugging.

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • XNA: draw a sprite in 3d, is that possible?

    - by Heisenbug
    since now I always used sprited to draw in 2D: spriteBatch.Draw(myTexture, rectangle, color); (I suppose the texture is binded internally to 2 triangles and then scaled.) Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that? I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space: spriteBatch.Draw(myTexture, rectangleIn3D, color);

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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