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  • Making retro games: Any good known game architectures?

    - by A.Quiroga
    I'm trying to do a remake of Snowbros . I'm doing it using libgdx but at each time i must try to thought how things got done . For example the physics of the jump and collisions . It seams to be time perfect , but i use the deltaTime to try to aproximate the value in game . I think in this case maybe its using some calcs with processor Hz , but i don't know. Then the simple question , is there any resources of how did they programm this games? Or any idea of the simple ideas repeated each game to game in the old style retro games.

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: deWitters Game loop in libgdx(Android) pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value so player position not updated. @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to perform simple collision detection?

    - by Rob
    Imagine two squares sitting side by side, both level with the ground like so: A simple way to detect if one is hitting the other is to compare the location of each side. They are touching if all of the following are false: The right square's left side is to the right of the left square's right side. The right square's right side is to the left of the left square's left side. The right square's bottom side is above the left square's top side. The right square's top side is below the left square's bottom side. If any of those are true, the squares are not touching. But consider a case like this, where one square is at a 45 degree angle: Is there an equally simple way to determine if those squares are touching?

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  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • What is an acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • What game systems exist which uses camera input?

    - by Marc Pilgaard
    The group and I is in the middle of a semester project where we are currently researching on which game systems are using camera as input or as an interactive medium? We would like some help listing some of the game systems which uses camera input, as it seems hard to find other examples. Currently we know that webcam browser games uses camera input (Newgrounds webcam games), as well as the xbox kinect. I know this questions seems rather vague, though I still hope some people is capable of helping.

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  • How do I prevent a KActor from changing the orientation of its Z-Axis?

    - by Almo
    So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that triggers the "Stay Upright Spring". The problem is, it's a spring, and the object in question oscillates into position when I want it to remain oriented properly without wobbling. In the image above, the yellow block has fallen onto the gray box, and it is currently pivoting about the contact point as it tries to right itself. Should I be tweaking the StayUprightMaxTorque and StayUprightTorqueFactor parameters, or should I be using a Constraint of some sort?

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • How can I log key presses in Game Maker?

    - by skeletalmonkey
    I'm trying to create a log of a players actions as they play a game of Spelunky. The easiest I've found to do this is to log what keys are pressed at each frame. What I don't know how to do is how to integrate this with the Game Maker source code of Spelunky. Is there a specific way to create a script that is checked every frame/tick (don't know the right term) and a command to find what buttons are pressed?

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • How to fire a bullet in a specific direction?

    - by Mike
    I am developing an Android game. I have problem with bullet firing. It's a space ship that has to fire bullets but right now it's firing in a random direction. I have to fire a bullet to the enemy from the only one point on the nose of the ship. Right now the bullets fire sometimes from the tailpart or other. So that's a problem. How do I give a bullet direction and how to fire it from only the head of my space ship?

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Jittery Movement, Uncontrollably Rotating + Front of Sprite?

    - by Vipar
    So I've been looking around to try and figure out how I make my sprite face my mouse. So far the sprite moves to where my mouse is by some vector math. Now I'd like it to rotate and face the mouse as it moves. From what I've found this calculation seems to be what keeps reappearing: Sprite Rotation = Atan2(Direction Vectors Y Position, Direction Vectors X Position) I express it like so: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X); If I just go with the above, the sprite seems to jitter left and right ever so slightly but never rotate out of that position. Seeing as Atan2 returns the rotation in radians I found another piece of calculation to add to the above which turns it into degrees: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / PI; Now the sprite rotates. Problem is that it spins uncontrollably the closer it comes to the mouse. One of the problems with the above calculation is that it assumes that +y goes up rather than down on the screen. As I recorded in these two videos, the first part is the slightly jittery movement (A lot more visible when not recording) and then with the added rotation: Jittery Movement So my questions are: How do I fix that weird Jittery movement when the sprite stands still? Some have suggested to make some kind of "snap" where I set the position of the sprite directly to the mouse position when it's really close. But no matter what I do the snapping is noticeable. How do I make the sprite stop spinning uncontrollably? Is it possible to simply define the front of the sprite and use that to make it "face" the right way?

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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