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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • lwjgl custom icon

    - by melchor629
    I have a little problem with the icon in lwjgl, it doesn't work. I google about it, but i haven't found anything that works for me yet. This is my code for now: PNGDecoder imageDecoder = new PNGDecoder(new FileInputStream("res/images/Icon.png")); ByteBuffer imageData = BufferUtils.createByteBuffer(4 * imageDecoder.getWidth() * imageDecoder.getHeight()); imageDecoder.decode(imageData, imageDecoder.getWidth() * 4, PNGDecoder.Format.RGBA); imageData.flip(); System.err.println(Display.setIcon(new ByteBuffer[]{imageData}) == 0 ? "No se ha creado el icono" : "Se ha creado el icono"); The png file is a 128x128px with transparency. PNGDecoder is from the matthiasmann utility (de.matthiasmann.twl.utils). I'm using Mac OS, 10.8.4 with lwjgl 2.9.0. Thanks :)

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  • How to display image in second layer in Cocos2d

    - by PeterK
    I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips etc. with this. I know that if i put the display-code (myLayer1) in the "init" it work or do the call [self goHere] from the "init" in myLayer1 it works but i want to call the "goHere" directly. I have the following code: HelloWorld.m: #import "HelloWorldLayer.h" #import "myLayer1.h" // HelloWorldLayer implementation @implementation HelloWorldLayer +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; myLayer1 *layer1 = [myLayer1 node]; // add layer as a child to scene [scene addChild: layer]; [scene addChild: layer1]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { // create and initialize a Label CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; myLayer1 *a1 = [myLayer1 new]; [a1 goHere]; [myLayer1 release]; } return self; } myLayer1.m: #import "myLayer1.h" @implementation myLayer1 -(void)goHere { NSLog(@">>>>goHere<<<<"); CGSize size = [[CCDirector sharedDirector] winSize]; CCSprite *vv = [CCSprite spriteWithFile:@"hand.png"]; vv.position = ccp( size.width /2 , size.height/2 ); [self addChild:vv z:3]; } -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { } return self; } @end

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • Box 2D Collision Question

    - by Farooq Arshed
    I am very new to Box 2D Physics world. I wanted to know how to collide 2 bodies when one is Dynamic and other is Kinematic. The whole Scenario is explained below: I have 3 balls in total. I want to balls to remain in their places and the third ball to be able to move. When the third ball hits the other two balls then they should move according to the speed and direction from which they were hit. My gravity of the world is 0 because I only want z-axis gravity. I would also like some one to point me towards some good tutorials regarding Box 2D basics which is language independent. I hope I have explained my scenario well. Thanks for the help in advance.

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • Could someone explain why my world reconstructed from depth position is incorrect?

    - by yuumei
    I am attempting to reconstruct the world position in the fragment shader from a depth texture. I pass in the 8 frustum points in world space and interpolate them across fragments and then interpolate from near to far by the depth: highp float depth = (2.0 * CameraPlanes.x) / (CameraPlanes.y + CameraPlanes.x - texture( depthTexture, textureCoord ).x * (CameraPlanes.y - CameraPlanes.x)); // Reconstruct the world position from the linear depth highp vec3 world = mix( nearWorldPos, farWorldPos, depth ); CameraPlanes.x is the near plane CameraPlanes.y is the far. Assuming that my frustum positions are correct, and my depth looks correct, why is my world position wrong? (My depth texture is of format GL_DEPTH_COMPONENT32F if that matters) Thanks! :D Update: Screenshot of world position http://imgur.com/sSlHd So you can see it looks nearly correct. However as the camera moves, the colours (positions) change, which they shouldnt. I can get this to work, if I do the following: Write this into the depth attachment in the previous pass: gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w / CameraPlanes.y; and then read the depth texture like so: depth = texture( depthTexture, textureCoord ).x However this will kill the hardware z buffer optimizations.

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  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • How to implement Fog Of War with an shader?

    - by Cambrano
    Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in viewrange) 100% transparent(explored and in viewrange) RTS means I'll have many explorers (NPCs, buildings, ...). Okay, so I have an 2d array of bytes byte[,] explored. The byte value correlates the transparency. The question is, how do I pass this array to my shader? Well I think it is not possible to pass an entire array. So: what technique shall I use to let my shader know if a pixel/tile is visible or not?

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Android 2D terrain scrolling

    - by Nikola Ninkovic
    I want to make infinite 2D terrain based on my algorithm.Then I want to move it along Y axis (to the left) This is how I did it : public class Terrain { Queue<Integer> _bottom; Paint _paint; Bitmap _texture; Point _screen; int _numberOfColumns = 100; int _columnWidth = 20; public Terrain(int screenWidth, int screenHeight, Bitmap texture) { _bottom = new LinkedList<Integer>(); _screen = new Point(screenWidth, screenHeight); _numberOfColumns = screenWidth / 6; _columnWidth = screenWidth / _numberOfColumns; for(int i=0;i<=_numberOfColumns;i++) { // Generate terrain point and put it into _bottom queue } _paint = new Paint(); _paint.setStyle(Paint.Style.FILL); _paint.setShader(new BitmapShader(texture, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); } public void update() { _bottom.remove(); // Algorithm calculates next point _bottom.add(nextPoint); } public void draw(Canvas canvas) { Iterator<Integer> i = _bottom.iterator(); int counter = 0; Path path = new Path(); path.moveTo(0, _screen.y); while (i.hasNext()) { path.lineTo(counter, _screen.y-i.next()); counter += _columnWidth; } path.lineTo(_screen.x, _screen.y); path.lineTo(0, _screen.y); canvas.drawPath(path2, _paint); } } The problem is that the game is too 'fast', so I tried with pausing thread with Thread.sleep(50); in run() method of my game thread but then it looks too torn. Well, is there any way to slow down drawing of my terrain ?

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Calculating the rotational force of a 2D sprite

    - by Jon
    I am wondering if someone has an elegant way of calculating the following scenario. I have an object of (n) number of squares, random shapes, but we will pretend they are all rectangles. We are dealing with no gravity, so consider the object in space, from a top down perspective. I am applying a force to the object at a specific square (as illustrated below). How do I calculate the rotational angle, based on the force being applied, at the location being applied. If applied in the center square, it would go straight. How should it behave the further I move from the center? How do I calculate the rotational velocity?

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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