Search Results

Search found 35343 results on 1414 pages for 'development tools'.

Page 645/1414 | < Previous Page | 641 642 643 644 645 646 647 648 649 650 651 652  | Next Page >

  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

    Read the article

  • How to get a Read-Write Reference to Parent GameObject from a script component attached to it?

    - by onguarde
    I have a game object(object) with a script component(myscript) attached. I have a reference to myscript component through getComponent, and I want to change the transform of the gameObject the script is attached to. myscript.gameObject.transform = (new value); The above code gives me error, Property 'UnityEngine.GameObject.transform' is read only. Is there a way to get a read-write version?

    Read the article

  • FBO rendering different result between Galaxy S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

    Read the article

  • How to simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

    Read the article

  • Do you need expensive servers and fancy hosting in order to make a multiplayer game?

    - by ThePlan
    I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried something basic about networking, in fact my knowledge of it is very limited. What would it take to make a multiplayer game resource-wise? I'm not talking about an MMO, more like a co-op type of game. Do I need mountains of cash to pay for hosting and servers and many many things to make one?

    Read the article

  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

    Read the article

  • Help with Meshes, and Shading

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

    Read the article

  • Cocos2D Command-Line 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.

    Read the article

  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    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)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

    Read the article

  • Can I Base My Game on Another Game and Earn Money? [closed]

    - by Neb
    Possible Duplicate: How closely can a game resemble another game without legal problems I want make a game similar to Pocket Tanks but for Android and then sell it. Since I am not directly copying anything from Pocket Tanks, but simply using it to give me ideas, I should be allowed to make it. I don't want to finish making my game and then get into some legal trouble, so I wanted to ask here if its allowed. If this is the wrong place to ask, can you tell me where I could ask this question?

    Read the article

  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

    Read the article

  • Why is the MaskBit maxed out

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

    Read the article

  • Drawing "Stenciled" Sprites and making them glow

    - by Code Assassin
    Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My second question is once I have drawn these stenciled sprites , how would I give the "stenciled" lines a glow effect like so: I haven't done anything like this before so It is a very confusing experience for me. Any pointers?

    Read the article

  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

    Read the article

  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

    Read the article

  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

    Read the article

  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

    Read the article

  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

    Read the article

  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

    Read the article

  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

    Read the article

  • How to avoid movement speed stacking when multiple keys are pressed?

    - by eren_tetik
    I've started a new game which requires no mouse, thus leaving the movement up to the keyboard. I have tried to incorporate 8 directions; up, left, right, up-right and so on. However when I press more than one arrow key, the movement speed stacks (http://gfycat.com/CircularBewitchedBarebirdbat). How could I counteract this? Here is relevant part of my code: var speed : int = 5; function Update () { if(Input.GetKey(KeyCode.UpArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.AngleAxis(315, Vector3.up); } if(Input.GetKey(KeyCode.DownArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } }

    Read the article

  • How to populate a form list with buttons using javascript

    - by StealingMana
    I made a script that, when you press one button(accessories) the selection(mylist) populates with one array(accessoryData), and when you hit the other button(weapons) the other array(weaponData) populates the selection. However, in the current state of the code the second button press is not re-populating the selection. What is wrong here? Also if there is a more efficient way to do this, that might be helpful. Full code function runList(form, test) { var html = ""; var x; dataType(test); while (x < dataType.length) { html += "<option>" + dataType[x]; x++; } document.getElementById("mylist").innerHTML = html; }

    Read the article

  • Data-driven animations

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animation? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

    Read the article

  • Y Axis inverted on vertex output

    - by Yonathan Klijnsma
    I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the initialization and I am not doing any negative scaling in the view matrix. I've never had something like this happen before, does anyone have some tips or things to look for ? How I am sending verteces to the GPU ( Currently intermediate mode ) glVertex3f( x_pos_n, 10, z_pos ); I am using CG in the project but even without shaders the Y axis seems to be inverted.

    Read the article

  • How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

    - by Groo
    I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

    Read the article

< Previous Page | 641 642 643 644 645 646 647 648 649 650 651 652  | Next Page >