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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • Is there a way to export all the images of my tweening effect in Flash?

    - by Paul
    i'm using Flash to create the animation of my character in 2D (i'm just beginning). Is it possible to make a tween effect of a character, and then automatically export all the images/frames? So far, it's a bit fastidious : i create my tweening effect, then i put a keyframe for each frame i want to copy and paste, then i select the movieclips and shapes and copy and paste them into another flash document, i position those clips at the exact same location as the previous image, then i erase the previous image and export the image... For 30 frames! Is there any faster way? Thanks

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

    - by Chris
    This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is actually facing. As you can see currently only the x location is updated: [delta * -1, 0, 0] How should I take into account the direction in which the camera is facing (I have the camera's target x,y,z) when creating a first person strafe (left/right) movement? case 'a': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta * -1, 0, 0], viewEye); viewTarget = g_math.addVector([delta * -1, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break; case 'd': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta, 0, 0], viewEye); viewTarget = g_math.addVector([delta, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break;

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • How to achieve uniform speed of movement in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

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  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Level and Player objects - which should contain which?

    - by Thane Brimhall
    I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an attribute of the Level class. I can see arguments for both: The Level should contain the player because it also contains every other entity. In fact it just makes sense this way: "John is in the room." It makes it a bit more difficult to move the player to a new level, however, because then each level has to pass its player object to an upcoming level. On the other hand, it makes programming sense to me to leave the player as the top-level object that is persistent between levels, and the environment changes because the player decides to change his level and location. It becomes very easy to change levels, because all I have to do is replace the level variable on the player. What's the most common practice here? Or better yet, is there a "right" way to architecture this relationship?

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • ScreenManagement how do I had different controls?

    - by DiasFrancisco
    I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times that almost everything should be made in XAML and very little should be "coded behind". My questions resolves about using the datatemplate ideia, WHERE should the code that calls the transitions be? where should I define which commands are avaiable in which screens. For example: [ScreenA] Commands: Pressing B - Goes to state B Pressing ESC - Exits [ScreenB] Commands: Pressing A - Goes to state A Pressing SPACE - Exits where do I define the keyEventHandlers? and where do I call the next screen? I'm doing this as an hobby for learning and "if you are learning, better learn it right" :) Thank you for your time.

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  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • Drawing an outline around an arbitrary group of hexagons

    - by Perky
    Is there an algorithm for drawing an outline around around an arbitrary group of hexagons? The polygon outline drawn may be concave. See the images below, the green line is what I am trying to achieve. The hexagons are stored as vertices and drawn as polygons. Edit: I've uploaded images that should explain more. I want to favour convex hulls because it's conveys an area of control more quickly. Each hexagon is stored in a multidimensional array so they all have x and y coordinates, I can easily find adjacent hexagons and the opposite vertex, i.e. adjacentHexagon = getAdjacentHexagon( someHexagon, NORTHWEST ) if there isn't a hexagon immediately adjacent it will continue to search in that direction until it finds one or hits the map edges.

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  • How to use the float value from Noise function in voxel terrain?

    - by therealjohn
    Im using Unity, although this question is not really specific to that engine. Im also using an asset from the store called Coherent Noise. It has some neat noise functionality built it. I am using those functions to produce some noise values. I am getting a value between 0 and 1 (floats). I have an array of blocks (for minecraft like voxel terrain) and I am confused on how to use this float value for terrain? Do I do something like <= 0 == Solid block etc etc? I am confused on how to use the floating values that the noise functions produce to use for height values of an array of say a height of 16. Thanks for any guidance.

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  • Move projectile in direction the gun is facing

    - by Manderin87
    I am attempting to have a projectile follow the direction a gun is facing. When using the following code I am unable to make the projectile go in the right direction. float speed = .5f; float dX = (float) -Math.cos(Math.toRadians(degree)) * speed; float dY = (float) Math.sin(Math.toRadians(degree)) * speed; Can anyone tell me what I am doing wrong? The degree is the direction the gun is facing in degree's.

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  • Safe zone implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't. What am I doing wrong? Here's my code: for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } } At ship's death: if(m_state == Ship_Dead && m_saveField==true) { --m_lifeSpan; } if(m_lifeSpan<=0 && m_saveField == true) { m_state = Ship_Alive; m_Vel = Vec2f(0,0); m_Pos.x = app::getWindowWidth()/2; m_Pos.y = app::getWindowHeight()/2; m_lifeSpan = 100; }

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  • Comparing angles and working out the difference

    - by Thomas O
    I want to compare angles and get an idea of the distance between them. For this application, I'm working in degrees, but it would also work for radians and grads. The problem with angles is that they depend on modular arithmetic, i.e. 0-360 degrees. Say one angle is at 15 degrees and one is at 45. The difference is 30 degrees, and the 45 degree angle is greater than the 15 degree one. But, this breaks down when you have, say, 345 degrees and 30 degrees. Although they compare properly, the difference between them is 315 degrees instead of the correct 45 degrees. How can I solve this? I could write algorithmic code: if(angle1 > angle2) delta_theta = 360 - angle2 - angle1; else delta_theta = angle2 - angle1; But I'd prefer a solution that avoids compares/branches, and relies entirely on arithmetic.

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  • Android : glowing/pulsing line/triangle

    - by AndroidGecko
    I would like to create a simple Android app using Opengl ES 2.0 that is showing a simple shape (like line or triangle) that is glowing and pulsing like Nexus X logo in this video : http://youtu.be/jBKVAfZUFqI?t=59s What should I look for? So far I googled around for glowing effects and found techniques like "bloom" or "additive blending". Are they relevant here? how I would implement pulsing glow with them? Any links to relevant works very appreciated Thanks! P.S - I am very familiar with Android SDK; just started with OpenGL ES

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  • Tools for creating assets? [closed]

    - by Agent_9191
    There are similar questions about finding existing resources that are free for use (free sprites/images, music, sound), but I'm interested in creating the resources myself. What tools do you use for asset creation/modification? Please only put one tool per answer. Also try to include the following information: Product Name Link to website Type of assets is can create (2D images, 3D images, audio, etc) OS(s) supported Cost License (if free/open source) General summary

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