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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Missing features from WebGL and OpenGL ES

    - by Chris Smith
    I've started using WebGL and am pleased with how easy it is to leverage my OpenGL (and by extension OpenGL ES) experience. However, my understanding is as follows: OpenGL ES is a subset of OpenGL WebGL is a subset of OpenGL ES Is this correct for both cases? If so, are there resources for detailing which features are missing? For example, one notable missing feature is glPushMatrix and glPopMatrix. I don't see those in WebGL, but in my searches I cannot find them referenced in OpenGL ES material either.

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  • Coordinates on the top left corner or center of the tile

    - by soimon
    I'm setting up a tile system where every tile has x and y coordinates. Right now I assume that the top left corner of the tile is positioned on it's coordinate on the screen, x = tileX * tileWidth and y = tileY x tileWidth. However, it seems strange that the tile with coordinate (0, 0) is completely drawn in the 'positive' side of the coordinate system as opposed to in the center of the origin. Is it common practice to assume that a coordinate lays in the center of a tile or at the top left corner of a tile? So basically x = tileX x tileWidth or x = tileX x tilewidth - ( tileWidth / 2 )?

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  • Matrix rotation wrong orientation LibGDX

    - by glz
    I'm having a problem with matrix rotation in libgdx. I rotate it using the method matrix.rotate(Vector3 axis, float angle) but the rotation happens in the model orientation and I need it happens in the world orientation. For example: on create() method: matrix.rotate(new Vector3(0,0,1), 45); That is ok, but after: on render() method: matrix.rotate(new Vector3(0,1,0), 1); I need it rotate in world axis.

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  • AS3: limit objects to stage width?

    - by Gabriel Meono
    I want to limit the creation of objects acording to the stage width. My method is the following: for (var i:int = 0; i<7; i++){ If I put something like this, it won't work for (var i:int = 0; i<(stage.width); i++){ What I'm doing wrong? Full code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • Detecting wins in peer to peer RTS games like Starcraft

    - by user782220
    A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given that there is only communication between the two players in a peer to peer model, how does Battle.net know who was the winner in the end. Relying on the two peers to not try to cheat and report accurate results is naive.

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  • Best way to start in C# and Raknet?

    - by cad
    I am trying to learn Raknet from C# and I found it extremely confusing. Raknet tutorial seems to work easy and nice in C++. I have already make some chat server code from tutorial. But I am looking to do something similar in C# and I find a mess. - Seems that I need to compile raknet using SWIG to have like an interface? - Also I have found a project called raknetdotnet but seems abandoned..(http://code.google.com/p/raknetdotnet/) So my main question is what is the best way to code in C# using raknet? As secondary questions: Anyone can recomend me good tutorial in raknet AND c#? Is there any sample C# code that I can download? I have readed lot of pages but I didn't get anything clear so I hope someone that has lived this before can help me. Thanks PD: Maybe raknet is obsolete (I find a lot of code and posts from 2007) and there is a better tool to achieve what I want. (I am interested in making a game with a dedicated server.)

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • MUD source code

    - by Tchalvak
    I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through parts of 'em for inspiration. For instance, we have this huge list of muds and the relationships between them, but little by way of access to source code. http://en.wikipedia.org/wiki/MUD_trees Often (I'm looking at you, dikumud, http://www.dikumud.com/links.aspx ) the sites of the mud itself doesn't even have a working link to the source. https://github.com/alexmchale/merc-mud has a copy of merc that I found, which certainly contains other works within it's history, but the pickings seems sparse. Does anyone have better resources for gaining access to MUD source code than these?

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • OpenGL ES Shader help (Blending)

    - by Chris
    Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my program (before obtaining the solution to my first requirement), I managed to enable transparency for the whole texture (effectively blending via GLSL), and I quite liked this, and I would now like to know if and how it is possible to retain this blending effect, on top of the existing output without affecting the original alpha channel - as I don't know how to input this transparency via the parameter that is already being provided with the textures alpha channel. A basic example of the blending program I am referring to (minus any other functionality) is as follows... varying vec2 texCoord; uniform sampler2D texSampler; void main() { gl_FragColor = vec4(texture2D(texSampler,texCoord).xyz,0.5); } Where 0.5 is the transparency (blending effect) of the whole texture. This is the current version of my program, which provides the ability to colour a texture according the colour parameter passed to the program, and retains the alpha channel of the original texture. varying vec2 texCoord; uniform sampler2D texSampler; uniform vec3 colour; void main() { gl_FragColor = vec4(colour,1) * vec4(texture2D(texSampler,texCoord).xyz,texture2D(texSampler,texCoord).w); } I need to know if it is possible to apply transparency on top this program, without affecting the original alpha channel which I have already preserved. I hope this makes enough sense, I am sure it is possible, and if so I should imagine it is rather simple, but this has me stumped. Any help much appreachiated. Cheers, Chris

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Tips for creating great game trailers

    - by Venesectrix
    Impressive trailers for your game can really help show players how awesome your game is, but I'm having trouble finding tips that describe how to create a great trailer. I would like to learn about the best way to decide trailer length, structure, music/sound, and content. Basically, what parts of my game do I show in a trailer, how should the scenes be organized, and how would you do the sound? Any advice on things to avoid would be great as well; for example, I read that splicing some video, switching to a screen with text, switching back to video, etc., probably isn't the best way to do it. Thanks!

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • UBJsonReader (Libgdx) unable to to read UBJson from Python(Blender)

    - by daniel
    I am working on an export tool from Blender to Libgdx, exports like custom attributes and other information (Almost completed), this is a very cool tool that will speed up a lot your works, after I completed I will send to public to contribute forum, Export format is uses python's Standard Json module and readable text, it of course works fine, but I wanna also have a Binary Json export for faster load, so users can Export Straight to Libgdx, but after I search I found that UBJson with draft9.py (simpleubjson 0.6.1) encode is seems matches with one FBXConverter's UBJsonWriter( Xoppa wrote), but when I export, I am not able to read the file, and send this errors (Java heap space) seems this is a different between byte sizes in UBJson(python) and UBJsonReader. how can I write a correct one in python that matches with Libgdx's UBJsonReader, and would be cross-platform? Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.utils.UBJsonReader.readString(UBJsonReader.java:162) at com.badlogic.gdx.utils.UBJsonReader.parseString(UBJsonReader.java:150) at com.badlogic.gdx.utils.UBJsonReader.parseObject(UBJsonReader.java:112) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:59) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:52) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:36) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:45) at com.me.gdximportexport.GdxImportExport.create(GdxImportExport.java:43) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Tested on UbuntuStudio 13.10 with OpenJdk 7, and Windows 7 with jdk 7 Thanks for any guides.

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • Isometric displaying two different images in different positions

    - by Canvas
    I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y position, the players X and Y properties are set to 100, and the tiles are as shown tiles[0] = new Array(3); tiles[1] = new Array(3); tiles[2] = new Array(3); tiles[0][0] = new point2D( 100, 100); tiles[0][1] = new point2D( 160, 100); tiles[0][2] = new point2D( 220, 100); tiles[1][0] = new point2D( 100, 160); tiles[1][1] = new point2D( 160, 160); tiles[1][2] = new point2D( 220, 160); tiles[2][0] = new point2D( 100, 220); tiles[2][1] = new point2D( 160, 220); tiles[2][2] = new point2D( 220, 220); Now I use this method to work out the isometric position function twoDToIso( point ) { var cords = point2D; cords.x = point.x - point.y; cords.y = (point.x + point.y) / 2; return cords; } point2D is function point2D( x, y) { this.x = x; this.y = y; } Now this i'm sure does work out the correct positioning, but here is the output Isometric view I just need to move my player position a tiny bit, but is that the best way to display my player position in the right position? Canvas P.S. the tile width is 120 and height is 60 and the player is width 30 by height 15

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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