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  • Is there an easy and automatic way of converting a Windows XNA project into a Monotouch Monogame project?

    - by Krumelur
    I have just started with XNA development on Windows. But as I'm a fan of iOS I had to try porting my test code over to Monotouch on the Mac. I used these instructions: http://www.facepuncher.com/blogs/10parameters/?p=42 But this is so much (manual) work! And it really doesn't answer open topics like: why would I copy all the XNB files and in addition all the resources, like PNGs? Is there maybe a tool that automatically converts a Windows XNA project into a Monotouch iOS project or at least creates the correct folder structure?

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • CreateRenderTarget returns 0x80070057 in big surface resolution

    - by senggen
    I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: IDirect3DSurface9* _render_surface; HRESULT hr = _device->CreateRenderTarget( _desktop_width * 2, _desktop_height + 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &_render_surface, NULL); It works OK with desktop resolution 1024x768, and the total resolution is 3072x768. In http://msdn.microsoft.com/en-us/library/windows/desktop/bb174361(v=vs.85).aspx, it says If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY. and no description about 0x80070057. HRESULT: 0x80070057 (2147942487) Name: E_INVALIDARG Description: An invalid parameter was passed to the returning function Somebody please help me.

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  • Box2D Bicycle Wheels Motor Problem - Flash 2.1a

    - by Craig
    I have made a bicycle with Box2D using several polygons for the frame at different angles connected using weld joints, and I have revolute joints on the wheels with a motor. I have made some basic terrain (straight ground and a small ramp) and added keyboard input to control the bicycle with torque to balance it. All of this is done in with Box2D's Debug Draw. When the bicycle is on its back wheel but diagonally forward (kinda like this position - /) the motors just cause it go spinning backwards over when in reality it should either stay on its back wheel or go down onto both wheels. Here's my code the revolute joints: //Front Wheel Joint var frontWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); frontWheelJointDef.Initialize(frontWheelBody, secondFrameBody, frontWheelBody.GetWorldCenter()); frontWheelJointDef.enableMotor=true; frontWheelJointDef.maxMotorTorque=10000; frontWheelJoint = _world.CreateJoint(frontWheelJointDef) as b2RevoluteJoint; //Rear Wheel Joint var rearWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); rearWheelJointDef.Initialize(rearWheelBody, firstFrameBody, rearWheelBody.GetWorldCenter()); rearWheelJointDef.enableMotor=true; rearWheelJointDef.maxMotorTorque=10000; rearWheelJoint = _world.CreateJoint(rearWheelJointDef) as b2RevoluteJoint; And here's the relevant part of my update function: // up and down control wheels motor if (up) { motorSpeed-=0.5; } if (down) { motorSpeed += 0.5; } // left and right control cart torque if (left) { middleCentreFrameBody.ApplyTorque( -3); gearBody.ApplyTorque( -3); firstFrameBody.ApplyTorque( -3); secondFrameBody.ApplyTorque( -3); rearWheelToChainBody.ApplyTorque( -3); chainToFrontFrameBody.ApplyTorque( -3); topMiddleFrameBody.ApplyTorque( -3); } if (right) { middleCentreFrameBody.ApplyTorque( 3); gearBody.ApplyTorque( 3); firstFrameBody.ApplyTorque( 3); secondFrameBody.ApplyTorque( 3); rearWheelToChainBody.ApplyTorque( 3); chainToFrontFrameBody.ApplyTorque( 3); topMiddleFrameBody.ApplyTorque( 3); } // motor friction motorSpeed*=0.99; // motor max speed if (motorSpeed>100) { motorSpeed=100; } rearWheelJoint.SetMotorSpeed(motorSpeed); frontWheelJoint.SetMotorSpeed(motorSpeed); Any ideas what might be causing this? Thanks

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • XNA Quadtree with LOD

    - by Byron Cobb
    I'm looking to create a fairly large environment, and as such would like to implement a quadtree and use LOD on it. I've looked through numerous examples and I get the basic idea of a quadtree. Start with a root node with 4 vertices covering the whole map and divide into 4 children nodes until I meet some criteria(max number of triangles) I'm looking for some very very basic algorithm or explanation with respect to drawing the quadtree. What vertices need to be stored per iteration? When do I determine what vertices to draw? When to update indices and vertices? Hope to integrate the bounding frustrum? Do I include parent and child vertices? I'm looking for very simple instruction on what to do. I've scoured the internet for days now looking, but everyone adds extra code and a different spin without explanation. I understand quadtrees, but not with respect to 3d rendering and lod. A link to an outside source will probably have been read by myself already and won't help. Regards, Byron.

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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • Shader optimization - cg/hlsl pseudo and via multiplication

    - by teodron
    Since HLSL/Cg do not allow texture fetching inside conditional blocks, I am first checking a variable and performing some computations, afterwards setting a float flag to 0.0 or 1.0, depending on the computations. I'd like to trigger a texture fetch only if the flag is 1.0 or not null, for that matter of fact. I kind of hoped this would do the trick: float4 TU0_atlas_colour = pseudoBool * tex2Dlod(TU0_texture, float4(tileCoord, 0, mipLevel)); That is, if pseudoBool is 0, will the texture fetch function still be called and produce overhead? I was hoping to prevent it from getting executed via this trick that usually works in plain C/C++.

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • How to make an object stay relative to another object

    - by Nick
    In the following example there is a guy and a boat. They have both a position, orientation and velocity. The guy is standing on the shore and would like to board. He changes his position so he is now standing on the boat. The boat changes velocity and orientation and heads off. My character however has a velocity of 0,0,0 but I would like him to stay onboard. When I move my character around, I would like to move as if the boat was the ground I was standing on. How do keep my character aligned properly with the boat? It is exactly like in World Of Warcraft, when you board a boat or zeppelin. This is my physics code for the guy and boat: this.velocity.addSelf(acceleration.multiplyScalar(dTime)); this.position.addSelf(this.velocity.clone().multiplyScalar(dTime)); The guy already has a reference to the boat he's standing on, and thus knows the boat's position, velocity, orientation (even matrices or quaternions can be used).

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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