Search Results

Search found 3566 results on 143 pages for '2d physics'.

Page 74/143 | < Previous Page | 70 71 72 73 74 75 76 77 78 79 80 81  | Next Page >

  • How to type all the math, stat, greek, equations EFFICIENTLY in libreoffice?

    - by kernel_panic
    i am preparing a report related to physics which is full of greek, stat and calculus things, i know there is this question how to insert a greek symbol, but my problem is i cant fiddle with a drop down/ scroll list for for every symbol(my paper in FULL of those), is there a way to do something with my keyboard layout, and turn it into something like the one Tony Stark uses in Ironman(i am not kidding please). i am literally tired for this fiddle-work for half of the day and have completed just 2 sheets, hmmm.

    Read the article

  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

    Read the article

  • 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)

    Read the article

  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

    Read the article

  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

    Read the article

  • Resources for Game Development in iPhone for beginners [closed]

    - by Volatil3
    Possible Duplicate: What are the best iPhone game development resources? Hi I'm a programmer but I have never worked on Game programming so have no idea about OpenGL and all that. I am more interested to get into physics based games like Angry Birds and want to implement fewer ideas. Can you recommend me some good books which not only teach the concept of game programming but also practical implementation in iPhone platform? Thanks in advance

    Read the article

  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

    Read the article

  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

    Read the article

  • DDR3 10600 memory running at 533mhz

    - by Elger
    I bought a second hand hp dl160 g6 a year ago with 48GB configured in it. I discovered checking with cpu-z and doublechecked with speccy the memory runs at only 533Mhz. I checked the configuration with the HP memory configurator and the banks are populated correctly for max performance. There are 12 banks populated with micron and hynix memory of 4gb, all capable of running 1333mhz. What could me wrong here? C:\Users\Administrator>wmic Memorychip get manufacturer, partnumber, speed, seri alnumber, devicelocator, banklabel BankLabel DeviceLocator Manufacturer PartNumber SerialNumber Speed BANK0 PROC 1 DIMM 3A Micron 36JSZF51272PZ1G4F C5DF65D7 1333 BANK1 PROC 1 DIMM 2D Micron 36JSZF51272PY1G4D 951565E0 1333 BANK3 PROC 1 DIMM 6B Micron 36JSZF51272PZ1G4F 3F3160D6 1333 BANK4 PROC 1 DIMM 5E Hyundai HMT151R7BFR4C-H9 E28A3014 1333 BANK6 PROC 1 DIMM 9C Micron 36JSZF51272PZ1G4F 26DF7E1A 1333 BANK7 PROC 1 DIMM 8F Micron 36JSZF51272PZ1G4G 77FC67D7 1333 BANK9 PROC 2 DIMM 3A Hyundai HMT151R7BFR4C-H9 FB763433 1333 BANK10 PROC 2 DIMM 2D Hyundai HMT151R7BFR4C-H9 E18AA014 1333 BANK12 PROC 2 DIMM 6B Hyundai HMT151R7BFR4C-H9 DF8A1014 1333 BANK13 PROC 2 DIMM 5E Hyundai HMT151R7BFR4C-H9 6968511A 1333 BANK15 PROC 2 DIMM 9C Hyundai HMT151R7BFR4C-H9 F28A7014 1333 BANK16 PROC 2 DIMM 8F Micron 36JSZF51272PZ1G4G 76FC67D7 1333

    Read the article

  • Identifying the version of ATI Catalyst drivers

    - by snark
    I have bought a new video card based on the ATI Radeon HD 5670 chipset. I couldn't make it work with the latest ATI Catalyst drivers found on their website, only the drivers found on the CD delivered with the card worked. How can I know the version of Catalyst that is installed on my PC (running Windows 7 64-bits)? The ATI Catalyst Control Center returns the following information: Driver Packaging Version 8.673-091110a-092263C Provider ATI Technologies Inc. 2D Driver Version 8.01.01.973 2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version 8.14.10.0708 OpenGL Version 6.14.10.9120 Catalyst™ Control Center Version 2009.1110.2225.40230 I do not recognize anything pointing to a "marketing version". The website says the current version of Catalyst is 10.2.

    Read the article

  • verisign certificate into jboss server SSL

    - by rfders
    Hi all, i'm trying to enable jboss to uses ssl protocol using a previously generated certificate from verisign, i imported both certificate, server certificate and ca certificate into the keytore file, and i configured the server.xml to use that keystore and activate ssl protocol, then when i run the jboss, I got this error "certificate or key corresponds to the SSL cipher suites which are enabled" Question, reading some post on internet, i found that every example was made it generating a Certificate Request, it stricly necesary to do that if i already have the server certificate and that CSR has to be imported into the keystore as well ? at this point i'm very confused about this issue, i tried almost every solutions posted in several forums but till now i haven't any luck !! can you give me some tips in order to solve this problem. thanks in advance this are my keystore file: Keystore type: jks Keystore provider: SUN Your keystore contains 2 entries j2ee, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): 69:CC:2D:2A:2D:EF:C4:DB:A2:26:35:57:06:29:7D:4C ugent, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): AC:D8:0E:A2:7B:B7:2C:E7:00:DC:22:72:4A:5F:1E:92 and my server.xml configuration:

    Read the article

  • OpenGL support no longer available

    - by Aznfin
    I've been using OpenGL hardware acceleration in programs such as Adobe Photoshop CS4 and Adobe After Effects CS4. I've noticed that recently the options for OpenGL previews are disabled because my graphics card seems to not support OpenGL. But that doesn't make any sense whatsoever. I know for a fact that my graphics card does have support for OpenGL and it worked before. I checked for driver updates just the other day. Anybody know what's going on? Info: Operating System: Windows 7 Home Premium 64-bit GPU: ATI Radeon HD 3200 Driver Packaging Version: 8.69-091211a-094296C-ATI Catalyst™ Version: 09.12 Provider: ATI Technologies Inc. 2D Driver Version: 8.01.01.994 2D Driver File Path: /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS /{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version: 8.14.10.0723 OpenGL Version: 6.14.10.9252 Catalyst™ Control Center Version: 2009.1211.1547.28237

    Read the article

  • Playing 3D mkv on 3D TV

    - by user137713
    I just bought a brand new LG 42LW4500 TV with enabled 3D think its passive any how i have an option to convert 2D 3D i also got a full set of normal 3D Glases. Now today i downloaded a 3D movie (14GB) Full HD in a mkv format i hooked up my PC to my TV and opened the mkv in VLC player and what i got was 2 pictures in one screen sowing same thing. Now i am lost from here i enabled 3D but it didnt really feel like 3D. Can anyone shed some ligth on how can you play 3D movies do i need to use 2D 3D conversion on tv or?

    Read the article

  • verisign certificate into jboss server SSL

    - by rfders
    i'm trying to enable jboss to uses ssl protocol using a previously generated certificate from verisign, i imported both certificate, server certificate and ca certificate into the keytore file, and i configured the server.xml to use that keystore and activate ssl protocol, then when i run the jboss, I got this error "certificate or key corresponds to the SSL cipher suites which are enabled" Question, reading some post on internet, i found that every example was made it generating a Certificate Request, it stricly necesary to do that if i already have the server certificate and that CSR has to be imported into the keystore as well ? at this point i'm very confused about this issue, i tried almost every solutions posted in several forums but till now i haven't any luck !! can you give me some tips in order to solve this problem. thanks in advance this are my keystore file: Keystore type: jks Keystore provider: SUN Your keystore contains 2 entries j2ee, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): 69:CC:2D:2A:2D:EF:C4:DB:A2:26:35:57:06:29:7D:4C ugent, Dec 29, 2009, trustedCertEntry, Certificate fingerprint (MD5): AC:D8:0E:A2:7B:B7:2C:E7:00:DC:22:72:4A:5F:1E:92 and my server.xml configuration:

    Read the article

  • Identifying the version of ATI Catalyst drivers

    - by Snark
    I have bought a new video card based on the ATI Radeon HD 5670 chipset. I couldn't make it work with the latest ATI Catalyst drivers found on their website, only the drivers found on the CD delivered with the card worked. How can I know the version of Catalyst that is installed on my PC (running Windows 7 64-bits)? The ATI Catalyst Control Center returns the following information: Driver Packaging Version 8.673-091110a-092263C Provider ATI Technologies Inc. 2D Driver Version 8.01.01.973 2D Driver File Path /REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/CLASS/{4D36E968-E325-11CE-BFC1-08002BE10318}/0000 Direct3D Version 8.14.10.0708 OpenGL Version 6.14.10.9120 Catalyst™ Control Center Version 2009.1110.2225.40230 I do not recognize anything pointing to a "marketing version". The website says the current version of Catalyst is 10.2.

    Read the article

  • Match over multiple lines perl regular expression

    - by John
    Hi, I have a file like this: 01 00 01 14 c0 00 01 10 01 00 00 16 00 00 00 64 00 00 00 65 00 00 01 07 40 00 00 22 68 61 6c 2e 6f 70 65 6e 65 74 2e 63 6f 6d 3b 30 30 30 30 30 30 30 30 32 3b 30 00 00 00 00 01 08 40 00 00 1e 68 61 6c 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 01 28 40 00 00 21 72 65 61 6c 6d 31 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 00 01 25 40 00 00 1e 68 61 6c 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 00 00 01 1b 40 00 00 20 72 65 61 6c 6d 2e 6f 70 65 6e 65 74 2d 74 65 6c 65 63 6f 6d 2e 6c 61 6e 00 00 01 02 40 00 00 0c 01 00 00 16 00 00 01 a0 40 00 00 0c 00 00 00 01 00 00 01 9f 40 00 00 0c 00 00 00 00 00 00 01 16 40 00 00 0c 00 00 00 00 00 00 01 bb 40 00 00 28 00 00 01 c2 40 00 00 0c 00 00 00 00 00 00 01 bc 40 00 00 13 31 39 37 37 31 31 31 32 32 33 31 00 I am reading the file and then finding certain octets and replacing them with tags: while(<FH>){ $line =~ s/(00 00 00 64)/<incr4> /g; $line =~ s/(00 00 00 65)/<incr4> /g; $line =~ s/(30 30 30 30 30 32)/<incr6ascii:999999:0>/g; $line =~ s/(31 31 32 32 33 31)/<incr6ascii:999999:0>/g; print OUTPUT $line; # } So for example, 00 00 00 64 would be replaced by the tag. This was working fine, but it doesn't seem to able to match over multiple lines any more. For example the pattern 31 31 32 32 33 31 runs over multiple lines, and the regular expression doesn't seem to catch it. I tried using /m /s pattern modifiers to ignore new lines but they didn't match it either. The only way around it I can come up with, is to read the whole file into a string using: undef $/; my $whole_file = <FH>; my $line = $whole_file; $line =~ s/(00 00 00 64)/<incr4> /g; $line =~ s/(00 00 00 65)/<incr4> /g; $line =~ s/(30 30 30 30 30 32)/<incr6ascii:999999:0>/g; $line =~ s/(31 31 32 32 33 31)/<incr6ascii:999999:0>/g; print OUTPUT $line; This works, the tags get inserted correctly, but the structure of the file is radically altered. It is all dumped out on a single line. I would like to retain the structure of the file as it appears here. Any ideas as to how I might do this? /john

    Read the article

  • Z axis in isometric tilemap

    - by gyhgowvi
    I'm experimenting with isometric tile maps in JavaScript and HTML5 Canvas. I'm storing tile map data in JavaScript 2D array. // 0 - Grass // 1 - Dirt // ... var mapData = [ [0, 0, 0, 0, 0], [0, 0, 1, 0, 0, ... ] and draw for(var i = 0; i < mapData.length; i++) { for(var j = 0; j < mapData[i].length; j++) { var p = iso2screen(i, j, 0); // X, Y, Z context.drawImage(tileArray[mapData[i][j]], p.x, p.y); } } but this function mean's all tile Z axis is equal to zero. var p = iso2screen(i, j, 0); Maybe anyone have idea and how to do something like mapData[0][0] Z axis equal to 3 mapData[5][5] Z axis equal to 5? I have idea: Write function for grass, dirt and store this function to 2D array and draw and later mapData[0][0].setZ(3); But it is good idea to write functions for each tiles?

    Read the article

  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

    Read the article

  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

    Read the article

  • Confusion for mime files: magic, magic.mgc, magic.mime

    - by Florence Foo
    I'm using Ubuntu. I'm trying to use ruby gem 'shared-mime-info' for an application I'm writing. I understand that magic.mgc is a compiled version of magic file which has magic number definitions for the different file types. BUT I don't understand why is it /usr/share/mime/magic is in binary format instead of just normal text file with each parameters separated by white space like everywhere else I'm finding on the internet when it's referencing this file? The /usr/share/mime/magic has the word 'MIME-Magic' at the beginning of the file and prioritize the rest of the stuff like. So it doesn't look like magic.mgc at all. [100:application/vnd.scribus] >1=^@^KSCRIBUSUTF8 [90:application/vnd.stardivision.writer] >2089=^@ shared-mime-info seems to want a magic file in the binary non compiled format as above and I wanted to add definition for DOCX but how does one update or generate this file without using a hex editor? There is a reference to the magic file I found at: http://standards.freedesktop.org/shared-mime-info-spec/shared-mime-info-spec-latest.html And it mention this file is updated with update-mime-database but what if I just want to add some new entry to it. hex editor? Anyway I ended up using hexer to make a new magic file in ~/.local/share/mime/ with only the entry I wanted to add and the MIME-Magic header. Seems to work (assuming I will ever deal with docx for now). 00000000: 4d 49 4d 45 2d 4d 61 67 69 63 00 0a 5b 36 30 3a MIME-Magic..[60: 00000010: 61 70 70 6c 69 63 61 74 69 6f 6e 2f 76 6e 64 2e application/vnd. 00000020: 6f 70 65 6e 78 6d 6c 66 6f 72 6d 61 74 73 2d 6f openxmlformats-o 00000030: 66 66 69 63 65 64 6f 63 75 6d 65 6e 74 2e 77 6f fficedocument.wo 00000040: 72 64 70 72 6f 63 65 73 73 69 6e 67 6d 6c 2e 64 rdprocessingml.d 00000050: 6f 63 75 6d 65 6e 74 5d 0a 3e 30 3d 00 08 50 4b ocument].>0=..PK 00000060: 03 04 14 00 06 00 0a -- -- -- -- -- -- -- -- -- .......---------

    Read the article

  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

    Read the article

  • What is a good way to store tilemap data?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. This concerns only the file system storage of the tile maps, not the data structure to be used by the game while it is running. The tile map is loaded into a 2D array, so this question is about which source to fill the array from. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON/XML: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

    Read the article

  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

    Read the article

  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

    Read the article

< Previous Page | 70 71 72 73 74 75 76 77 78 79 80 81  | Next Page >