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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Detecting a ledge in Box2D

    - by DormoTheNord
    I'm making a 2D platformer with Box2D. The player needs to be able to grab onto a ledge and pull him/herself up. Right now I have a sensor that extends in every direction from the upper half of the player's body. The logic seems simple enough: if there are tiles inside the sensor and empty space above them, then it's a ledge and the game should act accordingly. The problem is that I can't figure out how to implement that logic with Box2D. Anyone have any ideas?

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

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  • One-way platforms in UDK

    - by Jordaan Mylonas
    I'm looking to make a multi-player platforming game using UDK. I'm currently doing feasibility research, to make sure I will reasonably be able to do all of the technical things I want to do. The first major hurdle I've come across without being able to find as answer, are one-way platforms. That is to say, platforms through which a player can jump up, but not fall through (unless they choose to). These are commonly seen in games like Mario, Kirby and Smash Bros. Does anyone know how such a system would work within UDK? I can think of solutions that might work for single-player, but not multi.

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  • Bullet pattern isn't behaving as expected

    - by Fibericon
    I have a boss that's supposed to continuously shoot five streams of bullets, each at a different angle. It starts off just fine, but doesn't seem to want to use its entire array of bullets. No matter how large I set the length of bulletList, the boss simply stops shooting after a couple of seconds, then pick up again shortly. Here's what I'm using to generate the pattern: Vector3 direction = new Vector3(0.5f, -1, 0); for (int r = 0; r < boss.gun.bulletList.Length; r++) { if (!boss.gun.bulletList[r].isActive) { boss.gun.bulletList[r].direction = direction; boss.gun.bulletList[r].speed = boss.gun.BulletSpeedAdjustment; boss.gun.bulletList[r].position = boss.position; boss.gun.bulletList[r].isActive = true; break; } } direction = new Vector3(-0.5f, -1, 0); //Repeat with four similar for loops, to place a bullet in each direction It doesn't seem to matter if the bulletList length is 1000 or 100000. What could be the issue here?

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  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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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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  • 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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  • Using "screenshots" in a game, is it allowed?

    - by DevilWithin
    Lets say I have a game that is some kind of a quiz, and its questions are themed around gaming. For it to be interesting, I would need to make references to well-known games and game-related stuff. In a copyright infrigement sense, could I have problems with this? Imagine a question such as, "What was the currency used in game X?", or "Which company made game Y?". Also, the same applied to screenshots of known games, and have a question near it, such as "What game is this image from?". Toughts? Thanks

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  • Recommended 2D Game Engine for prototyping

    - by Thomas Dufour
    What high-level game engine would you recommend to develop a 2D game prototype on windows? (or mac/linux if you wish) The kind of things I mean by "high-level" includes (but is definitely not limited to): not having to manage low-level stuff like screen buffers, graphics contexts having an API to draw geometric shapes well, I was going to omit it but I guess being based on an actual "high-level" language is a plus (automatic resource management and the existence a reasonable set of data structures in the standard library come to mind). It seems to me that Flash is the proverbial elephant in the room for this query but I'd very much like to see different answers based on all kinds of languages or SDKs.

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Rotating a child shape relative to its parent's orientation

    - by user1423893
    When rotating a shape using a quaternion value I also wish rotate its child shape. The parent and child shapes both start with different orientations but their relative orientations should always be the same. How can I use the difference between the previous and current quaternions of the parent shape in order to transform the child segment and rotate it relative to its parent shape? public Quaternion Orientation { get { return entity.Orientation; } set { Quaternion previousValue = entity.Orientation; entity.Orientation = value; // Use the difference between the quaternion values to update child orientation } }

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  • 3D architecture app for Android or iPhone

    - by Manixate
    I want to make an app for 3D modeling on iPhone/Android. I cannot get the basic idea of how to get started. I have various options such as learning OpenGL ES, UDK or Unity3d but I want to create models(e.g architecture etc) in my app and then render them when user is finished modeling. I do not know if I am able to design models and then render them in the same app with various effects on the iPhone/Android using UDK or Unity3d. (Note: If you find this question unclear please ask, I may have skipped some vital information).

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  • Java - Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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