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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Selling Android apps from Latvia? or should I just put banners?

    - by Roger Travis
    I am in Latvia ( which is not supported to sell apps at android market ), so I am thinking about the best way of monetizing my app. So far I've come up with such options: somehow imitate that I am from a supported country, get a bank account there, etc. use PayPal for in-app purchases. The player get, say, first 10 levels for free, but then is asked to pay 0.99$ for the rest of the game. downsides: player might not feel comfortable entering his paypal details into an app. also android market might not really like that. making the app free and get money from advertising... let's do some calculation here, say, I get 1m free downloads, each user during his playtime would see 10 banners, therefor 10m / 1000 * 0.3 = gives roughly 33k$ ( if we use adMob with their 0.3$ per 1000 impressions ). On the other hand, if we use paypal in app purchase, we need a 3% or more conversion rate to beat this... hmm... What do you think about all this? Thanks! edit: from what I just read all over the net, it looks like advertisers will change their eCPM price a lot without you understanding why... while using in-app paypal purchase you can at least somehow monitor the cashflow.

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  • Importance of scripting engine at Cocos2d Game Engine

    - by Mahbubur R Aaman
    Each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). Cocos2D is a great product on it’s own, but it doesn’t expose engine functionality to a scripting Language like Lua, JavaScript etc. My Question: How much important to integrate a Scripting Engine at Cocos2d?

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • Slot Machine Pay Out

    - by Kris.Mitchell
    I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to properly insure that the machine is going to have a payout rating of (lets say) 95%. So, I have a reel set up wit 22 spaces on it. Filled with 16 different symbols. When I get my random number, mod divide it by 64 and get the remainder, I hop over to a loop up table to see how the virtual stop relates to the reel position. Now that I have how the reels are going to stop, do I make sure the payout ratio is correct? For every dollar they put in, how to I make sure the machine will pay out .95 cents? Thanks for the ideas. I am working in actionscript, if that helps with the language issues, but in general I am just looking for theory.

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • FBX SDK Not Converting Child Node Coordinate Systems

    - by Al Bundy
    I am trying to import a scene into my application from an fbx file. In 3DS Max, the scene and it’s local translations are as follows: Root (0, 0, 0) '-Sphere001 (-15, 30, 0) ' '-Sphere002 (-2, -30, 0) ' '-Sphere003 (-30, -20, 0) '-Cube001 (35, -15, 0) This is the code that I am using to get the translations of each node: FbxDouble3 fbxPosition = pChild->LclTranslation.Get(); FbxDouble3 fbxRotation = pChild->LclRotation.Get(); FbxDouble3 fbxScale = pChild->LclScaling.Get(); When I try to import the scene, the first node from the scene is getting converted to a right handed system, using this conversion: (X, Z, -Y), but none of their child nodes are. after importing the scene, the local translations I get are as follows: Root (0, 0, 0) --Sphere001 (-15, 0, -30) - converted ----Sphere002 (-2, -30, 0) - not converted ------Sphere003 (-30, -20, 0) - not converted --Cube001 (35, 0, 15) - converted Can anybody help me make sense of this? Thanks

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • Using AdMob with Games that use Open GLES

    - by Vishal Kumar
    Can anyone help me integrating Admob to my game. I've used the badlogic framework by MarioZencher ... and My game is like the SuperJumper. I am unable to use AdMob after a lot of my attempts. I am new to android dev...please help me..I went thru a number of tutorials but not getting adds displayed ... I did the following... get the libraries and placed them properly My main.xml looks like this android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" / My Activity class onCreate method: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); RelativeLayout layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, "a1518637fe542a2"); AdRequest request = new AdRequest(); request.addTestDevice(AdRequest.TEST_EMULATOR); request.addTestDevice("D77E32324019F80A2CECEAAAAAAAAA"); adView.loadAd(request); layout.addView(glView); RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM); adParams.addRule(RelativeLayout.CENTER_IN_PARENT); layout.addView(adView, adParams); setContentView(layout); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); glView = new GLSurfaceView(this); glView.setRenderer(this); //setContentView(glView); glGraphics = new GLGraphics(glView); fileIO = new AndroidFileIO(getAssets()); audio = new AndroidAudio(this); input = new AndroidInput(this, glView, 1, 1); PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE); wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame"); } My Manifest file looks like this .... <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|smallestScreenSize"/> </application> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-sdk android:minSdkVersion="7" /> When I first decided to use the XML for admob purpose ..it showed no changes..it even didn't log the device id in Logcat... Later when I wrote code in the Main Activity class.. and run ... Application crashed ... with 7 errors evry time ... The android:configChanges value of the com.google.ads.AdActivity must include screenLayout. The android:configChanges value of the com.google.ads.AdActivity must include uiMode. The android:configChanges value of the com.google.ads.AdActivity must include screenSize. The android:configChanges value of the com.google.ads.AdActivity must include smallestScreenSize. You must have AdActivity declared in AndroidManifest.xml with configChanges. You must have INTERNET and ACCESS_NETWORK_STATE permissions in AndroidManifest.xml. Please help me by telling what wrong is there with the code? Can I write code only in xml files without changing the Activity class ... I will be very grateful to anyone providing support.

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  • rotating model around own Y-axis XNA

    - by ChocoMan
    I'm have trouble with my model rotating around it's own Y-axis. The model is a person. When I test my world, the model is loaded at a position of 0, 0, 0. When I rotate my model from there, the model rotates like normal. The problem comes AFTER I moved the model to a new position. If I move the the model forward, left, etc, then try to rotate it on it's own Y-Axis, the model will rotate, but still around the original position in a circular manner (think of yourself swing around on a rope, but always facing outward from the center). Does anyone know how to keep the center point of rotation updated?

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  • 3D collision detection with meshes using only raycasting?

    - by Nick
    I'm building a game using WebGL and Three.js, and so far I have a terrain with a guy walking on it. I simply cast a ray downwards to know the terrain height. How can I do this for other 3D objects, like the inside of a house? Is this possible by casting many rays in every direction of the player? If not, I would like to know how I can achieve the simplest collision detection possible for other meshes. Do you have to cast a ray to every triangle in every mesh nearby?

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  • Box2D Static-Dynamic body joint eliminates collisions

    - by andrewz
    I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I create a joint (ex. revolute), B no longer collides with C - C passes through it as if it does not exist. What am I doing wrong? How can adding a joint prevent a body from colliding with another body it used to? EDIT: I want to join B with A, and have B collide with C, but not A collide with C. In realistic terms, I'm trying to create a revolute joint between a wheel (B) and a wall (A), and have a box (C) hit the wheel and the wheel would then rotate. EDIT: I create a the simplest revolute joint I can with these parameters (C++): b2RevoluteJointDef def; def.Initialize(A, B, B -> GetWorldCenter()); world -> CreateJoint(&def);

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Mesa library vs Hardware accelerated OpenGL for my executable - it's just a linking problem?

    - by user827992
    Supposing that i have my program that is targeting a specific OpenGL version, let's say the 3.0, now i want to produce an executable that will support the software rendering with Mesa and another executable that will support the Hardware accelerated context, i can use the same source code for both without expecting any issues ? In another words, the instrunctions in this libraries are the same for my linking purpose ?

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