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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Xcode workspace with Unity3D as a sub-project?

    - by Di Wu
    Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D. Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

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  • How do I make the Cylinder in the model?

    - by Stanley Chiu
    I have a class which will draw cylinders with deformer's index in the FBX file. The deformer which was in the 3ds max's biped. ex: If I have 22 bones in the deformer's structure, I will draw 22 cylinders. But I was in trouble that I want to let these cylinders in the model. And then I refer to the example (XNA Club Simple Animation 4.0) for my program. But these cylinders are not in correct positions with the model. How do I make these cylinders in correct positions with the model?

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

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  • Handling multiple Scene in AndEngine

    - by Asad
    I am Developing a game in AndEngine Gles2. I have splash scene, loading scene, menu scene and Level1 scene. I am using a Screen Manager to manage all scenes through which i can easily switch between splash, loading and menu scene, the level1 scene is also loaded from menu perfectly but problem occur when i go back to menu scene on the completion of level, screen turned to black and nothing shown after that. I think the problem is with unloading the resources of Level1 because the switching between other scene is perfect. I can't give complete code, as it is to much lengthy. I am using bitmapTexture region, Sprites, bodies, physics Word, hud and fixtures etc. here is my unload method.. 1 more thing when i loaded the menu scene at the end of level 1 screen turn to black, but the music played and all logs are showed in logcat which i set in menu scene. unload(){ setChildrenIgnorUpdate(); clearChildScene(); clearEntityModifier(); clearTouchAreas(); clearUpdateHandler(); BitmapTextureManager.getInstance().destroyInstance(); destroyPhysics(); } Please Any help...

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • Swept AABB vs Line Segment 2D

    - by Larolaro
    I've really exhausted as much as Google has to give, I've spent a solid week googling every combination of words for an "AABBvsLine sweep", downloaded countless collision demos, dissected SAT intersection examples and an AABBvsAABB sweep trying to figure out how to approach this. I've not found a single thing covering this specific pairing. Can anyone shed any light on how to get the hit time of a swept AABB vs a Line segment in 2D? I'm still getting familiar with the SAT but I do know how to implement it to a degree, I'm just not sure how to extract the hit time from the velocity in the non axis aligned separating axes for the sweep. I really would appreciate anything at the moment, some code or even some helpful links, I'm at my wits end!

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  • Is there a market for a Text-based empire-building game?

    - by Vishnu
    I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). Commands such as building and expanding would be typed into the console and automatically reflected in the map. Would there be any market for such a game? Would anyone want to play? To clarify, it would be online and everyone's empire would be in the same 'world'.

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  • E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809) 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 = ImageLoadInformation.FromDefaults(); loadInfo.OptionFlags = ResourceOptionFlags.TextureCube; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); }

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  • Cost to licence characters or ships for a game

    - by Michael Jasper
    I am producing a game pitch document for a university game design class, and I am looking for examples of licencing cost for using characters or ships from other IP holders in a game. For example: cost of using an X-Wing in a game, licencing from Lucas cost of using the Enterprise in a game, licencing from Paramount cost of using the Space Shuttle (if any), licencing from Nasa EDIT The closest information I can find is from an article about Nights of the Old Republic, but isn't nearly specific enough for my needs: What Kotick means by Lucas being the principal beneficiary of the success of The Old Republic is that there are most likely clauses in the license agreement that give percentages, points, or another denomination of revenue out to Lucas and his people just for the Star Wars name, and that amount is presumed to be a great deal of money. Kotick is saying that because the cost of the license is so prohibitive, as he has personally had experience with in his position as CEO of Activision Blizzard, that EA will not be able to be profitable because of the hemorrhaging of money to the licensor. EDIT 2 Another vague source stating that FOX uses a "five-figure rule" (assuming between $10,000 - $99,000) It seems FOX, like most studios, will not license individuals to create new works based upon their products. They will only commission individuals of their choosing if they elect to branch out into expanded product lines related to those licenses. Alternately, they are open to making the licencing available to large corporations with access to global markets, but only if those corporations agree to what Ms Friedman called a "five-figure guarantee". Presumably this means that the corporation seeking the licensing must agree to pay a 5-figure sum for that license, and be confident that their product will sell enough volume to recoup that fee, and to produce sufficient profits to make the acquisition worth their while. Thank you!

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  • Questions about XNA

    - by Maik Klein
    I've read tons of different threads about XNA, but I still have some questions. First of all: I have 2 years of experience programming and C# is my main language, so XNA would fit perfectly for me, but I have some concerns. People mentioned that C# has a performance loss compared to C++. Is this true? XNA only supports DirectX 9. I found the ANX framework which is pretty similar to XNA but it is capable of DirectX 11. Would this be a good alternative ? Because I'm worried about the performance loss of C#, I searched for a C++ framework and found SFML. It's based on C++ but can be integrated into C#. I already have some experience with UDK, but I am really interested in creating more by myself ( lighting physics etc ). I didn't start yet, what would you recommend me to use / learn ? I am going to create a first person shooter (3D) and I have plenty of time for this. My aim is realtime lighting, realtime global illumination, image-based reflections etc. I want to develop for Windows. Edit: I found something interesting: OpenTK. It supports the latest version of OpenGL which is on the same level as DX11 (if my knowledge is correct). It makes use of mono.

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  • Graph Isomorphism > What kind of Graph is this?

    - by oodavid
    Essentially, this is a variation of Comparing Two Tree Structures, however I do not have "trees", but rather another type of graph. I need to know what kind of Graph I have in order to figure out if there's a Graph Isomorphism Special Case... As you can see, they are: Not Directed Not A Tree Cyclic Max 4 connections But I still don't know the correct terminology, nor the which Isomorphism algorithm to pursue, guidance appreciated.

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • Parse/Write JSON with Unity iOS

    - by DannoEterno
    anybody know a tutorial or maybe can help me to develop a parser/reader for JSON compatible with Unity iOS pro? I've already tried different third part libraries but without luck (i've tried json.net, jsonfx, litjson). Im pretty in hurry of doing a simple parser/writer that i can use also under iOS and not only in Desktop. P.s. i can also use third part library, but please, first of suggest be sure that it will work under iOS! Thank you all

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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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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  • Unity Android: Truecolor texture performance hit and alternatives for truecolor

    - by Esa
    After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem to help changing the texture type to GUI nor did it help to switch the 32-bit display buffering on. Does using truecolor textures make the application much heavier to run? Or does it just increase the size of the .APK? Are there alternatives to getting a good texture quality and a smaller texture size instead of using truecolor?

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  • Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?

    - by Fred Dufresne
    I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX. This is the question: "Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?" I'm using XNA 4.0 and Game Maker 8.1 Pro. Background I'm slowly moving from Game Maker to... Something else. I've learned some good C++ but DirectX is hardcore and OpenGL needs some pretty good understanding of the language to be able to use it correctly. XNA and C# together seemed like a good middle but the documentation is hard to understand for a newb like me. In the end, I chose to focus on XNA.

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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