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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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  • "exception at 0x53C227FF (msvcr110d.dll)" with SOIL library

    - by Sean M.
    I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an image with SOIL throws the following runtime error: This error points to this part: // SOIL.c int query_NPOT_capability( void ) { /* check for the capability */ if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) { /* we haven't yet checked for the capability, do so */ if( (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), "GL_ARB_texture_non_power_of_two" ) ) ) //############ it points here ############// { /* not there, flag the failure */ has_NPOT_capability = SOIL_CAPABILITY_NONE; } else { /* it's there! */ has_NPOT_capability = SOIL_CAPABILITY_PRESENT; } } /* let the user know if we can do non-power-of-two textures or not */ return has_NPOT_capability; } Since it points to the line where SOIL tries to access the OpenGL extensions, I think that for some reason SOIL is trying to load the texture before an OpenGL context is created. The problem is, I've gone through the entire solution, and there is only one place where SOIL has to load a texture, and it happens long after the OpenGL context is created. This is the part where it loads the texture... //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); //Create the internal rendering components prepareScreen(); //Init glew glewExperimental = GL_TRUE; int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); <-- Sucessfully creates an OpenGL context //Initialize the app g_app = new App(); g_app->PreInit(); g_app->Init(); g_app->PostInit(); <-- Loads the texture (after the context is created) ...and debug printing to the console CONFIRMS that the OpenGL context was created before the texture loading was attempted. So my question is if anyone is familiar with this specific error, or knows if there is a specific instance as to why SOIL would think OpenGL isn't initialized yet.

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • Games to Vista Game explorer with Inno Setup

    - by Kraemer
    Ok, i'm trying to force my inno setup installer to add a shortcut of my game to Vista Games Explorer. Theoretically this should do the trick: [Files] Source: "GameuxInstallHelper.dll"; DestDir: "{app}"; Flags: ignoreversion overwritereadonly; [Registry] Root: HKLM; Subkey: SOFTWARE\dir\dir; Flags: uninsdeletekeyifempty Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: Path; ValueType: String; ValueData: {app}; Flags: uninsdeletekey Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: AppFile; ValueType: String; ValueData:{app}\executable.exe ; Flags: uninsdeletekey [CustomMessages] en.Local=en en.removemsg=Do you wish to remove game saves and settings? en.taskentry=Play [Code] const PlayTask = 0; AllUsers = 2; Current = 3; type TGUID = record Data1: Cardinal; Data2, Data3: Word; Data4: array [0..7] of char; end; var GUID: TGUID; function GetDC(HWND: DWord): DWord; external '[email protected] stdcall'; function GetDeviceCaps(DC: DWord; Index: Integer): Integer; external '[email protected] stdcall'; function ReleaseDC(HWND: DWord;DC: DWord): Integer; external '[email protected] stdcall'; function ShowWindow(hWnd: DWord; nCmdShow: Integer): boolean; external '[email protected] stdcall'; function SetWindowLong(hWnd: DWord; nIndex: Integer; dwNewLong: Longint):Longint; external '[email protected] stdcall'; function GenerateGUID(var GUID: TGUID): Cardinal; external 'GenerateGUID@files:GameuxInstallHelper.dll stdcall setuponly'; function AddToGameExplorer(Binary: String; Path: String; InstallType: Integer; var GUID: TGUID): Cardinal; external 'AddToGameExplorerW@files:GameuxInstallHelper.dll stdcall setuponly'; function CreateTask(InstallType: Integer; var GUID: TGUID; TaskType: Integer; TaskNumber: Integer; TaskName: String; Binary: String; Parameters: String): Cardinal; external 'CreateTaskW@files:GameuxInstallHelper.dll stdcall setuponly'; function RetrieveGUIDForApplication(Binary: String; var GUID: TGUID): Cardinal; external 'RetrieveGUIDForApplicationW@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveFromGameExplorer(var GUID: TGUID): Cardinal; external 'RemoveFromGameExplorer@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveTasks(var GUID: TGUID): Cardinal; external 'RemoveTasks@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function InitializeSetup(): Boolean; var appath: string; ResultCode: Integer; begin if RegKeyExists(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir') then begin RegQueryStringValue(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir', 'Path', appath) Exec((appath +'\unins000.exe'), '', '', SW_SHOW, ewWaitUntilTerminated, ResultCode) end else begin Result := TRUE end; end; procedure CurUninstallStepChanged(CurUninstallStep: TUninstallStep); begin if CurUninstallStep = usUninstall then begin if GetWindowsVersion shr 24 > 5 then begin RetrieveGUIDForApplication(ExpandConstant('{app}\AWL_Release.dll'), GUID); RemoveFromGameExplorer(GUID); RemoveTasks(GUID); UnloadDll(ExpandConstant('{app}\GameuxInstallHelper.dll')); end; end; if CurUninstallStep = usPostUninstall then begin if MsgBox(ExpandConstant('{cm:removemsg}'), mbConfirmation, MB_YESNO)=IDYES then begin DelTree(ExpandConstant('{app}'), True, True, True); end; end; end; procedure CurStepChanged(CurStep: TSetupStep); begin if GetWindowsVersion shr 24 > 5 then begin if CurStep = ssInstall then GenerateGUID(GUID); if CurStep = ssPostInstall then begin AddToGameExplorer(ExpandConstant('{app}\AWL_Release.dll'), ExpandConstant('{app}'), Current, GUID); CreateTask(3, GUID, PlayTask, 0, ExpandConstant('{cm:taskentry}'), ExpandConstant('{app}\executable.exe'), ''); CreateTask(3, GUID, 1, 0, 'Game Website', 'http://www.gamewebsite.com/', ''); end; end; end; The installer works just fine, but it doesn't place a shortcut of my game to Games explorer. Since i believe that the problem is on the binary file i guess for that part i should ask for some help. So, can anyone please give me a hand here?

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  • Load SpriteFont in XNA

    - by user22715
    I'm planning on my game using multiple backgrounds so I'm trying to use spritefonts to draw the text. Every time I load my spritefont I get a error. Line1 = content.Load<SpriteFont>("Courier New"); Line2 = content.Load<SpriteFont>("Courier New"); This is the error I get. Error loading "Courier New". File not found. Although this was the font listed on the official microsoft website http://msdn.microsoft.com/en-us/library/bb447673.aspx.

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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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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  • Gravity stops when side-collision detected

    - by Adrian Marszalek
    Please, look at this GIF: The label on the animation says "Move button is pressed, then released". And you can see when it's pressed (and player's getCenterY() is above wall getCenterY()), gravity doesn't work. I'm trying to fix it since yesterday, but I can't. All methods are called from game loop. public void move() { if (left) { switch (game.currentLevel()) { case 1: for (int i = 0; i < game.lvl1.getX().length; i++) game.lvl1.getX()[i] += game.physic.xVel; break; } } else if (right) { switch (game.currentLevel()) { case 1: for (int i = 0; i < game.lvl1.getX().length; i++) game.lvl1.getX()[i] -= game.physic.xVel; break; } } } int manCenterX, manCenterY, boxCenterX, boxCenterY; //gravity stop public void checkCollision() { for (int i = 0; i < game.lvl1.getX().length; i++) { manCenterX = (int) game.man.getBounds().getCenterX(); manCenterY = (int) game.man.getBounds().getCenterY(); if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { boxCenterX = (int) game.lvl1.getBounds(i).getCenterX(); boxCenterY = (int) game.lvl1.getBounds(i).getCenterY(); if (manCenterY - boxCenterY > 0 || manCenterY - boxCenterY < 0) { game.man.setyPos(-2f); game.man.isFalling = false; } } } } //left side of walls public void colliLeft() { for (int i = 0; i < game.lvl1.getX().length; i++) { if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { if (manCenterX - boxCenterX < 0) { for (int i1 = 0; i1 < game.lvl1.getX().length; i1++) { game.lvl1.getX()[i1] += game.physic.xVel; game.man.isFalling = true; } } } } } //right side of walls public void colliRight() { for (int i = 0; i < game.lvl1.getX().length; i++) { if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { if (manCenterX - boxCenterX > 0) { for (int i1 = 0; i1 < game.lvl1.getX().length; i1++) { game.lvl1.getX()[i1] += -game.physic.xVel; game.man.isFalling = true; } } } } } public void gravity() { game.man.setyPos(yVel); } //not called from gameloop: public void setyPos(float yPos) { this.yPos += yPos; }

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  • Rotate Body From Corner

    - by Siddharth
    I want to ask that how to rotate body from corner? movableBeam.getBeamBody().setTransform(movableBeam.getBeamBody().getPosition(), angle); The above line of code rotate the beam from center that I want rotate from one of the conner. Any member please help me. EDIT : float beamCenterX = movableBeam.getX() + movableBeam.getWidth() / 2f; float beamCenterY = movableBeam.getY() + movableBeam.getHeight() / 2f; float cornerOffsetX = movableBeam.getX() - beamCenterX; float cornerOffsetY = movableBeam.getY() - beamCenterY; float bodyAngle = (float) Math.atan2(cornerOffsetY, cornerOffsetX); float newAngle = imageAngle + bodyAngle; float newCornerOffsetX = (float) Math.cos(Math .toDegrees(newAngle)); float newCornerOffsetY = (float) Math.sin(Math .toDegrees(newAngle)); cornerOffsetX = movableBeam.getX() - movableBeam.getWidth() / 2f; cornerOffsetY = movableBeam.getY() - movableBeam.getHeight() / 2f; Vector2 postion = new Vector2( (newCornerOffsetX - cornerOffsetX + movableBeam.getX()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (newCornerOffsetY - cornerOffsetY + movableBeam.getY()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); movableBeam.getBeamBody().setTransform(postion, newAngle);

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  • RevoluteJoint Stop Rotating when Some Physics Body Collide in Andengine + Box2d?

    - by Nikhil Lamba
    I am making a Game from andengine + box2d in Which i am using RevoluteJoint in that case i am facing some problem that when physics body or Sprite Collide with this Revolute joint body then Revolute body stop rotating then after some time it start rotating I am using below code for this : this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(movingFace, movingBody, true, true)); final RevoluteJointDef revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.initialize(anchorBody, movingBody, anchorBody.getWorldCenter()); revoluteJointDef.enableMotor = true; revoluteJointDef.motorSpeed = 100; revoluteJointDef.maxMotorTorque = 200; this.mPhysicsWorld.createJoint(revoluteJointDef); EDIT Here is a screenshot:

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  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

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  • Finetuning movement based on gradual rotation towards a target

    - by A.B.
    I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of reaching it. This problem is ilustrated in the picture below. When the arrow is ordered to move to point A, it will only end up circling around it (following the red circle) because it is not able to adjust its rotation quickly enough. I'm interested in a solution where the movement speed is multiplied by a number from 0.1 to 1 in proportion to necessity. The problem is, how do I calculate whether it is necessary in the first place? How do I calculate an appropriate multiplier that is neither too small nor too large? void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto movement_distance = distanceBetweenPoints(position, destination); desired_rotation = angleBetweenPoints(position, destination); /// Check whether rotation should be adjusted if (rotation != desired_rotation) { /// Check whether the object can achieve the desired rotation within the next adjustment of its rotation if (Radian::isWithinDistance(rotation, desired_rotation, rotation_speed)) { rotation = desired_rotation; } else { /// Determine whether to increment or decrement rotation in order to achieve desired rotation if (Radian::convert(desired_rotation - rotation) > 0) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } } } if (movement_distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); }

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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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  • Why can I not map a dynamic texture in D3D?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource( _Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream ); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the D3D 10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in Direct3D 11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong? EDIT: I declared my resource as Dynamic with CPU Write Flags - not Default as I originaly wrote - sorry for the fairly huge 'typo' that changes the entire question!

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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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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  • 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 - precise screen coordinates to isometric

    - by Rawrz
    I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to keep falling short. For drawing I use: batch.draw( texture, (y * tileWidth / 2) + (x * tileWidth / 2), (x * tileHeight / 2) - (y * tileHeight / 2)) This is what I currently use for figuring out a tile position: float xt = x + camPosition.x - (ScreenWidth/2) ; float yt = (ScreenHeight) - y + camPosition.y - (ScreenHeight/2); int tileY = Math.round((((xt) / tileWidth) - ((yt) / tileHeight))); int tileX = Math.round((((xt) / tileWidth) + ((yt) / tileHeight))- 1); I'm just wondering how I could update these to allow for more precise coordinates, instead of tile only. EDIT: Following what ccxvii said below, and removing the -1 from tileX, the object follows my mouse just like I had wanted. Just going to re-examine the math and figure out if that change will result in other messes =o

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  • In general, are programmers or artists paid better?

    - by jokoon
    I'm in a private game programming school where there also are 3D art classes; sadly, there seems to be a lot more students in those latter classes, something like 50% or 100% more. So I was wondering: in the real video game industry, which of the artist/modeler or the programmer is more likely to be wanted in a company, so who will be paid more ? I'm sure there are artists which are obviously paid better than other programmers and I'm sure there are other sorts of jobs in the game industry (sound, management, testers), but I wanted to know if there is a general tendency for one or the other. And sometime I wonder even if an artist can happen to write scripts...

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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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  • 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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  • 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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  • How to move a sprite automatically using a physicsHandler in Andengine?

    - by shailenTJ
    I use a DigitalOnScreenControl (knob with a four-directional arrow control) to move the entity and the entity which is bound to a physicsHandler. physicsHandler.setEntity(sprite); sprite.registerUpdateHandler(physicsHandler); From the DigitalOnScreenControl, I know which direction I want my sprite to move. Inside its overridden onControlChange function, I call a function animateSprite that checks which direction I chose. Based on the direction, I animate my sprite differently. PROBLEM: I want to automatically move the sprite to a specific location on the scene, say at coordinates (207, 305). My sprite is at (100, 305, which means it has to move down by 107 pixels. How do I tell the physicsHandler to move the sprite down by 107 pixels? My animateSprite method will take care of animating the sprite's downward motion. Thank you for your input!

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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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