Search Results

Search found 32375 results on 1295 pages for 'dnn module development'.

Page 625/1295 | < Previous Page | 621 622 623 624 625 626 627 628 629 630 631 632  | Next Page >

  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

    Read the article

  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

    Read the article

  • LibGDX onTouch() method kill on touch

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? please help Thank you M @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } here is my enemy class public class Bullet extends Sprite { private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); velocity.x += dx * delta; velocity.y += dy * delta; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know Thank you

    Read the article

  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

    Read the article

  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

    Read the article

  • 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.

    Read the article

  • Retrieve the coordinates of the *occluding* (closest/drawn) pixels during 3D overlap, using OpenGL?

    - by Big Rich
    Hi, Sorry if the question is not worded well, I'm a new to both 3D and OpenGL. How could I go about obtaining the 3D coordinates of the occluding object, at the point where occlusion is happening (i.e. the 'intersection' of the object in front/closest to the screen)? Just to offer a [very] rudimentary, visual, example, if you were to form an index-finger cross, with your right hand closest to your face, I'd like to know the coordinates of the part of your right finger which obscures the other finger (obviously back within the OpenGL context - no jokers ;-) ). If there is a way to find out both about the occluder (hider) and the occluded (hidden) objects in OpenGL, then that would be of great use, also. Cheers Rich

    Read the article

  • Techniques to prevent non-official clients in network gaming?

    - by UpTheCreek
    In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no sure-fire way to do this, but rather I'm interested in techniques that can be employed to mitigate the problem. I'm especially interested in any techniques that can be used for web based games, but I imagine most can be applied generally. Thank you!

    Read the article

  • 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.

    Read the article

  • What exactly does an installer do and why might I need one?

    - by Jan
    this is probably the noob-question of the day: So I've written this game. Now there's the .exe file that does the work, a folder with my beautiful, beautiful assets and a bunch of .dll files and other stuff that I probably shouldn't touch. To run the game, I copy the whole lot to the desired computer, double-click the .exe file and start shooting some dudes. Yay! But what exactly is the difference between that and using an installer? What else does an installer do besides copying files and looking more professional than a .zip-file? Is there generally a lot of patching/configuring involved when trying to make a game run on a different computer? I tested my game on all windows computers I could get my greedy fingers on and it works great. Thanks for your time.

    Read the article

  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

    Read the article

  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

    Read the article

  • Things to do to port game made for iOS in Unity to Android?

    - by 2600th
    I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS in Unity to Android. How to handle different screen resolutions and pixel densities, optimizations required, etc. Any other suggestions and important things you think I should know? EDIT: Also, should I handle builds according to device resolutions or by pixel density?

    Read the article

  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

    Read the article

  • How to store an iOS game save file in multiple devices? (Without remote servers)

    - by Omega
    I've been developing an iOS game for iPhone. My game saves the progress as a couple of .plist documents in the device. I have come to realize that when I install a game in my iPhone, this same game is installed in my iPad. And then it struck me: how would I manage save files? I mean, I'd like the player to be able to continue playing from where they left no matter what device are they using... without using remote servers. What have you done to address this issue?

    Read the article

  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

    Read the article

  • Why is the MaskBit maxed out

    - by CStreel
    Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, PB_PLAYER = 0x0001, PB_PLATFORM = 0x0002 }; Basically what i want is the player to run along a surface is not slow down (i set platform & player friction to 0.0f) I then setup my Contact Listener to print out the connections (currently only have 1 platform and 1 player) Player Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLAYER; fixtureDef.filter.maskBits = PB_PLATFORM; Platform Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLATFORM; fixtureDef.filter.maskBits = PB_PLAYER; Now correct me if im wrong but these are saying the following: Player Collides with Platform Platform Collides with Player Here is the printout of the fixtures colliding with each other ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 2 ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 65535 ******** <-- Indicates new Contact Platform ContactA: 1 MaskA: 65535 ------ Player ContactB: 1 MaskB: 65535 Here is where i am confused. On the second & third contact the player maskBit is set to 65535 when it should be 2 and there are 3 contacts when i am sure at most there should only be 2. I've been trying to figure this out for hours and i can't understand why it is doing this. I would be very grateful is someone could shine some light on this for me UPDATE: **I printed out the class of the contacting objects. For some reason it seems to do the following: First Contact: Correct Result. Second Contact: Player b2Fixture Obtains a new maskBit. Third Contact: Platform b2Fixture appears to be set to the same as the Player b2Fixture. It would seem I have a memory race condition i think**

    Read the article

  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

    Read the article

  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

    Read the article

  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

    Read the article

  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

    Read the article

  • 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.

    Read the article

  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

    Read the article

  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

    Read the article

  • How to create a script for moving a 3rd person controller in an iOS device by using Javascript in Unity3D?

    - by user36563
    I've a code but I'm not sure about the steps, so what I should do after the script? pragma strict public var horizontalSpeed : float = 1.0; public var verticalSpeed : float = 1.0; private var h : float = 0.0; private var v : float = 0.0; private var lastPos : Vector3 = Vector3.zero; function Update() { if UNITY_EDITOR if ( Input.GetMouseButtonDown(0) ) { lastPos = Input.mousePosition; } else if ( Input.GetMouseButton(0) ) { var delta = Input.mousePosition - lastPos; h = horizontalSpeed * delta.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * delta.y ; transform.position += transform.forward * v * Time.deltaTime; lastPos = Input.mousePosition; } else if (Input.touchCount == 1) { var touch : Touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Moved) { h = horizontalSpeed * touch.deltaPosition.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * touch.deltaPosition.y ; transform.position += transform.forward * v * Time.deltaTime; } } endif }

    Read the article

< Previous Page | 621 622 623 624 625 626 627 628 629 630 631 632  | Next Page >