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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • Abstract skill/talent system implementation

    - by kiliki
    I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my brain but can't think of a structure to hold a talent. Something like "Your melee attack is an instant kill if behind the target" I'd like to come up with an abstract object rather than putting random conditionals into other methods. I've solved some relatively complex problems before but I don't even know where to begin with this one. Any help would be appreciated - Java, pseudocode or general concepts are all great.

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  • Do I need to be a genius to succeed in this field? [on hold]

    - by user46104
    I could not draw in high school only stick figures I have adhd but I thought some people with adhd/autism in this field are making inventions Do I have to be like michael angelo who could remember his dreams and drawed perfectly or is that someone else.Do I need to be able to read very fast like 30 books a year? sorry I never had a career counsellor who really supported me to dream big and to find me other people who can test if I am qualified for such dreams

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  • Simple 2D Flight Physics with Box2D

    - by MarkPowell
    I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and Box2D. I have a basic system working, but just can't get the physics feeling correct. I am applying force to the plane (which is a b2CircleShape) based on the user's input. So, basically, if the user pushes up, body_->ApplyForce(b2Vec2(10,30), body_->GetPosition()) is called. Similarly, for down -30 is used. This works and the plane flys along with up/down causing it to dive or climb. But it just doesn't feel right. There is no slowdown on climbs, nor speed up during dives. My simple solution is far to simple. How can I get a better feel for a plane climbing/diving? Thanks!

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • Any way to edit Warcraft MDX or MDL Animated models?

    - by Aralox
    I have been searching for a while for a way to get an animated mdl or mdx model into any 3D animating software (such as Blender), but so far have not had any success. I found a few methods of getting textured static mdx or mdl models into Blender/Milkshape/Hexagon, but no one seems to have written an importer that deals with the mdl/mdx model's keyframe animation. On that note, if anyone knows of a way of importing a keyframe-animated 3DS model into Blender, me and alot of people would appreciate it if you could let us know. Thanks for any help! :) PS: For anyone curious about static MDL or MDX - Blender, see here: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • Speed up content loading

    - by user1806687
    I am using WinForms Sample downloaded from microsoft website. The problem is, that the model loading time is quite long, using: contentBuilder.Add(ModelPath, ModelName, null, "ModelProcessor"); contentManager.Load<Model>(ModelName); even a simple model, such as a cube with no textures, takes 4+ seconds to load. Now, I am no expert on this, but is there anyway to decrease loading time? EDIT: I've gone thru the code and found out that calling contentBuilder.Build(); ,which comes right after contentBuilder.Add() method takes up most of the time.

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  • Indie devs working with publishers

    - by MrDatabase
    I'm an independent game developer considering working with a publisher. This question is very informative however I have more questions. Please give feedback on the following issues... I think this can be helpful to many indie devs in the same situation. Source code: is it common for developers to give the publisher the source code? Code quality: does this matter when working with a publisher any more so than when just working on your own (or in a small team)? Just wondering if developers working for the publisher might scoff at the code quality and perhaps influence the relationship between developer and publisher. Unique game concepts: are publishers generally biased towards new/novel game concepts? Intellectual property: if I send a playable demo to a publisher what's to stop them from just reproducing the new/novel game mechanic? I think the answer is basically nothing... but I'm wondering if this is a realistic concern. Revenue sharing: how does it work? what's a common ratio? 70/30? 30/70? Flaky publishers: how common is it for a publisher to "string along" developers for a while then just drop them? Can this be reconciled with a contract of some kind? And any other issues you've encountered or heard of.

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  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

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  • Command Pattern refactor for input processing?

    - by Casey
    According to Game Coding Complete 4th. ed. processing input via the following is considered unmanagable and inflexible. But does not show an example. I've used the Command pattern to represent GUI button commands but could not figure out how to represent the input from the keyboard and/or mouse. if(g_keyboard->KeyDown(KEY_ESC)) { quit = true; return; } //Processing if(g_keyboard->KeyDown(KEY_T)) { g_show_test_gateway = !g_show_test_gateway; } if(g_mouse->ButtonDown(a2de::Mouse::BUTTON2)) { g_selected_part = GWPart::PART_NONE; SetMouseImageToPartImage(); } ResetButtonStates(); g_prevButton = g_curButton; g_curButton = GetButtonHovered(); if(g_curButton) { g_mouse->SetImageToDefault(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1) || g_mouse->ButtonPress(a2de::Mouse::BUTTON1)) { ButtonPressCommand curCommand(g_curButton); curCommand.Execute(); } else if(g_mouse->ButtonUp(a2de::Mouse::BUTTON1)) { if(g_prevButton == g_curButton) { ButtonReleaseCommand curCommand(g_curButton); curCommand.Execute(); if(g_curButton->GetType() == "export") { ExportCommand curCommand(g_curButton, *g_gateway); curCommand.Execute(); } } else { ResetButtonStates(); } } else { ButtonHoverCommand curCommand(g_curButton); curCommand.Execute(); } } else { g_status_message.clear(); SetMouseImageToPartImage(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1)) { CreatePartCommand curCommand(*g_gateway, g_selected_part, a2de::Vector2D(g_mouse->GetX(), g_mouse->GetY())); curCommand.Execute(); } }

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  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • Normalizing the direction to check if able to move

    - by spartan2417
    i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this so please bare with me. I believe the way to do this is to calculate the direction and distance to the wall from the camera and then normalize the directions. However i can only get this far before i dont know what to do. I think you should work out the angle and direction your facing? where _dx and _dz is the small buffer in front of the camera. float CalcDirection(float Cam_x, float Cam_z, float Wall_x, float Wall_z) { //Calculate direction and distance to obstacle. float ob_dirx = Cam_x + _dx - Wall_x; float ob_dirz = Cam_z + _dz - Wall_z; float ob_dist = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); //Normalise directions float ob_norm = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); ob_dirx = (ob_dirx)/ob_norm; ob_dirz = (ob_dirz)/ob_norm; can anyone explain in laymen's terms how i work out the angle?

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  • Unity: Render 2D textures on a 3D object's face

    - by www.Sillitoy.com
    I am not familiar with 3D graphics and I'd like to know what is the right way to render some 2D figures on different points of a wider face of a 3D object. My 3D object is just a cube representing a poker table. I have 2D png for players placeholders and I'd like to render these figures on the 3D object where needed. An alternative solution would be to render the whole face with a big picture containing all the placeholders figures. However it would be a waste of memory and thus less efficient. What do you suggest me?

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  • glTranslate, how exactly does it work?

    - by mykk
    I have some trouble understanding how does glTranslate work. At first I thought it would just simply add values to axis to do the transformation. However then I have created two objects that would load bitmaps, one has matrix set to GL_TEXTURE: public class Background { float[] vertices = new float[] { 0f, -1f, 0.0f, 4f, -1f, 0.0f, 0f, 1f, 0.0f, 4f, 1f, 0.0f }; .... private float backgroundScrolled = 0; public void scrollBackground(GL10 gl) { gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef(backgroundScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); backgroundScrolled += 0.01f; gl.glLoadIdentity(); } } and another to GL_MODELVIEW: public class Box { float[] vertices = new float[] { 0.5f, 0f, 0.0f, 1f, 0f, 0.0f, 0.5f, 0.5f, 0.0f, 1f, 0.5f, 0.0f }; .... private float boxScrolled = 0; public void scrollBackground(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(boxScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); boxScrolled+= 0.01f; gl.glLoadIdentity(); } } Now they are both drawn in Renderer.OnDraw. However background moves exactly 5 times faster. If I multiply boxScrolled by 5 they will be in sinc and will move together. If I modify backgrounds vertices to be float[] vertices = new float[] { 1f, -1f, 0.0f, 0f, -1f, 0.0f, 1f, 1f, 0.0f, 0f, 1f, 0.0f }; It will also be in sinc with the box. So, what is going under glTranslate?

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  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

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  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

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