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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • What is "top new free" on GooglePlay

    - by Lumis
    On Android Market i.e. GooglePlay, there used to be a page with the latest new games. So every game had a chance to get noticed and make its way up especially if it was good. But now I see "top new free" page and no more the latest apps. I don't understand how can be "top new" Anybody knows how this works? If there are no more pages with the very latest uploaded games then the new apps will be barely seen to exist even if they are excellent, and new programmers have very little chance of getting noticed. Any good advice how to promote a new Android app these days?

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

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  • 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.

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  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • How can I convert a StaticMesh to a custom class?

    - by Almo
    In the editor, we can place a StaticMesh, right-click it, select "Convert" and do "Convert to KActor". I have a subclass of KActor: class SubclassedKActor extends KActor placeable; var(PowerEnablers) bool m_bEnableChaos; var(PowerEnablers) bool m_bEnableCreate; var(PowerEnablers) bool m_bEnableForcePush; var(PowerEnablers) bool m_bEnableVortex; DefaultProperties { m_bEnableCreate=true; m_bEnableChaos=true; m_bEnableForcePush=true; m_bEnableVortex=true; } I want to be able to place a StaticMesh, right-click Convert and be able to select "Convert to SubclassedKActor". I have not been able to find out what populates the Convert menu.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Can you recommend a game server for a facebook board game?

    - by Yekmer Simsek
    I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed below. There will be a table which consists of 4 people, to send them message I need a channel manager. A table will be ready to play for at least 5 minutes. There should be a reliable channel manager. People will wait for some time(i.e.) and if they are not playing they will be kicked by server, so there will be a reliable timed task queue to execute some tasks. It should be quick enough to response and show the changes to all 4 people on that table simultaneously.To achive this server should have a powerfull I/O library. I think to use inmemory to have quick response times, but it comes with scalability problems. And some variables should be thread safe so a variable should be thread safe between multiple nodes. Flash(AS3) and Unity (.Net 2.0 C# mono) client API's should be available for socket connection. PS: I am using Reddwarf server, it lacks of documentation and multiple node.

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • Player position triggering teleports

    - by jSherz
    I'm developing a Minecraft plugin (bukkit) in which a server admin can create 'portals' - a small region that will teleport any players who enter it. I have the teleportation sorted and I know how I could define areas that the player's position could be tested against. This would involve an ArrayList containing the zones and then hooking the PlayerMoveEvent so that the ArrayList is searched each time for a matching portal region. Although this method would work, I doubt that it would be very efficient when 100+ players are all moving around at the same time. Is there a better way of checking a player position against a set of 'zones' / regions?

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  • How can I make a character move forward in a certain direction?

    - by Shaun Wild
    I have an entity class which is updated every game tick. Let's just assume said entity moves forward constantly. What i want to know is, how can i make it so that i can give an angle to a function and it will make my entity move in that direction. let's say for example moveForward(90); Would make my character move to the right, or for example declaring my rotation as a global Integer: moveForward(rotation); rotation++; Would make my entity move around in a small circle, I assume this includes some kind of vector math, which I haven't done any studying on so a brief explanation of that if it's necessary would be nice. I would appreciate a small code snippet and an explanation I can analyze, thanks in advanced :)

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  • System Requirement Checking

    - by gl3829
    I am working on a game and want to strengthen its requirement checking to ensure that it can run successfully. Therefore, I am looking for information on what is useful to check before starting the game. As a simple example, Why check for a specific amount of memory? Should I as a game developer ensure a minimum amount of memory? I feel this information is usually skipped in many books and resources but is critical to be able to deliver a game that will run on many machines. I would appreciate if you answered with what you check in the system, why you check it and if you have a good resource about it, please include. Just to be a bit more specific, I'm developing in Windows.

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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