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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • Finding the normals of an oriented bounding box?

    - by Milo
    Here is my problem. I'm working on the physics for my 2D game. All objects are oriented bounding boxes (OBB) based on the separate axis theorem. In order to do collision resolution, I need to be able to get an object out out of the object it is penetrating. To do this I need to find the normal of the face(s) that the other OBB is touching. Example: The small red OBB is a car lets say, and the big OBB is a static building. I need to determine the unit vector that is the normal of the building edge(s) the car is penetrating to get the car out of there. Here are my questions: How do I determine which edges the car is penetrating. I know how to determine the normal of an edge, but how do I know if I need (-dy, dx) or (dy, -dx)? In the case I'm demonstrating the car is penetrating 2 edges, which edge(s) do I use to get it out? Answers or help with any or all of these is greatly appreciated. Thank you

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  • How to copy depth buffer to CPU memory in DirectX?

    - by Ashwin
    I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in DirectX? I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer: IDirect3DSurface9* d3dSurface; d3dDevice->GetDepthStencilSurface(&d3dSurface); D3DSURFACE_DESC d3dSurfaceDesc; d3dSurface->GetDesc(&d3dSurfaceDesc); IDirect3DSurface9* d3dOffSurface; d3dDevice->CreateOffscreenPlainSurface( d3dSurfaceDesc.Width, d3dSurfaceDesc.Height, D3DFMT_D32F_LOCKABLE, D3DPOOL_SCRATCH, &d3dOffSurface, NULL); // FAILS: D3DERR_INVALIDCALL D3DXLoadSurfaceFromSurface( d3dOffSurface, NULL, NULL, d3dSurface, NULL, NULL, D3DX_FILTER_NONE, 0); // Copy from offscreen surface to CPU memory ... The code fails on the call to D3DXLoadSurfaceFromSurface. It returns the error value D3DERR_INVALIDCALL. What is wrong with my code?

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • Best memory allocation strategy for iOS ?

    - by Mr.Gando
    Hey guys, I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be constantly "alloc/dealloc" during the course of my game, ( like particles, game entities, etc ). Still on iOS, it's not like we are developing for a console like PSP, where I can know for fact that I'll get a fixed amount of memory. iOS , will issue "memory warnings" when the system needs memory. Does anyone have some suggestions about this ? Is it too serious since the new iPod touch/iPhone 4 are carrying more RAM ? or it's still a big concern ? Thanks!

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • Surface of Revolution with 3D surface

    - by user5584
    I have to use this function to get a Surface of Revolution (homework). newVertex = (oldVertex.y, someFunc1(oldVertex.x, oldVertex.y), someFunc2(oldVertex.x, oldVertex.y)); As far as I know (FIXME) Surface of Revolution means rotations of a (2D)curve around an axis in 3D. But this vertex computing gives a 3D plane (FIXME again :D), so rotation of this isn't obvious. Am I misunderstanding something?

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • FMw Diagnostic Framework : Automatic Capture of Diagnostic Data Upon First Failure!

    - by Daniel Mortimer
    Introduction There is nothing more frustrating than a problem that "cannot be reproduced". Logs, configuration files have been analysed but there just isn't enough information to establish the root cause. The issue maybe closed, but you are left with the feeling that the problem will raise its ugly head again in the future. Trouble is, to resolve such issues you need to capture diagnostic data at the exact time the incident occurs. Step forward Fusion Middleware Diagnostic Framework!  Diagnostic Framework monitors WebLogic Managed Servers and delivers "Automatic capture of diagnostic data upon first failure". To quote fromOracle Fusion Middleware Administrator's Guide 11g Release 1 (11.1.1)Chapter 13 Diagnosing Problems "When a critical error occurs ... the Diagnostic Framework automatically collects diagnostics, such as thread dumps, DMS metric dumps, and WebLogic Diagnostics Framework (WLDF) server image dumps ... The data is stored in a file-based repository and is accessible with command-line utilities." In other words the data collected upon first failure - especially the thread and image dumps - provides a snapshot of the system as or immediately after the problem occurs. The table below shows the type of WebLogic Server issues which fall into the scope of Diagnostic Framework How to Configure Diagnostic Framework? Depending on your Fusion Middleware product choice you may not need to do anything! Diagnostic Framework is automatically installed, configured and initiated for any WebLogic Domain which has the Oracle Java Required Files (JRF) template applied. This template is applied by default whenever you configure WebLogic Managed Servers for products such as Portal / Forms / Reports / Discoverer Identity Management ( OID , OAM , OIM etc) WebCenter SOA Check your WebLogic Domain directory structure. If you have an "adr" sub directory under DOMAIN_HOME/servers/<servername>/ then JRF template has been applied and Diagnostic Framework will be in play. Should the "adr" sub directory not exist, review the advice given in My Oracle Support article How to Apply FMW ( EM ) Control and JRF to a WebLogic Domain and Managed Servers [ID 947043.1] If you are working with a standalone WebLogic Server solution and applying Oracle JRF is not acceptable, consider using WLDF - WebLogic Diagnostic Framework. (Fusion Middleware Diagnostic Framework makes use of WLDF under the covers.) Couple of useful links about WLDF are listed below Configuring and Using the Diagnostics Framework for Oracle WebLogic Server 11g WebLogic Diagnostics Framework-A Very Useful Tool [A nice blog which describes a WLDF use case] How to Get Started With Diagnostic Framework To be frank, the Fusion Middleware Administrator's Guide is the best place to start your learning Oracle Fusion Middleware Administrator's Guide 11g Release 1 (11.1.1)Chapter 13 Diagnosing Problems A lot of reading here,  but if you are in hurry and just want to get the right information to Oracle Support to help resolve your issue, check out the next section below. How to Upload Diagnostic Framework Incident Data to Oracle Support Some Background Information There are three interfaces to the Repository: Enterprise Manager Cloud Control (Support Workbench) WLST (Command Line) ADRCI (Command Line) The Enterprise Manager Cloud Control does provide a nice GUI interface to search, view and package diagnostic framework incidents. However, this software is not to be confused with Fusion Middleware (EM) Control. Cloud Control (formerly known as Grid Control) is part of the Enterprise Manager media package. EM Cloud Control has it's own install and configuration story. Therefore, for the benefit of those yet to install and play with Cloud Control, I am going to describe how to use the command line tools. Ideally, you would only need to one command line interface, but currently I suggest using both - mainly due to the fact that ADRCI SHOW INCIDENTS does not reveal the description behind the Diagnostic Framework error code. Instructions: Note: WLST and ADRCI are case sensitive when it comes to handling parameter values. If you make a mistake, expect an unfriendly syntax error message. 1) Find the incident Note: The managed server which you are troubleshooting must be up and running. If the managed server is down, ensure the domain's Admin Server is accessible. If you cannot connect to the Admin Server or the Managed Server the example WLST commands will not work. a) Launch WLST  Note: Use the WLST which resides in the "oracle_common" directory (not WL_HOME/common/bin) otherwise you will get a syntax error like the one below Traceback (innermost last):  File "<console>", line 1, in ?NameError: listIncidents MW_HOME/oracle_common/common/bin/wlst.sh b) Connect to the managed server or the admin server e.g. wls:/offline> connect('weblogic','welcome1','t3://localhost:7020') c) Run the command wls:/MyDomain/serverConfig> listIncidents() This will list the incidents for the server to which you have connected. If you have connected to the Admin Server and want to list the incidents for a managed server within the domain, use the command wls:/MyDomain/serverConfig> listIncidents(adrHome='diag\ofm\MyDomain\MyManagedServer' ,server='MyManagedServer') Example output Incident Id     Problem Key              Incident Time         1       DFW-99998 [java.lang.NullPointerException] [oracle.error.simulator.ErrorSimulator.createNullPointerException][errorWebApp_1-0-0-0]        Fri Nov 02 10:38:46 GMT 2012  The piece highlighted in bold is the description you do not see when using the ADRCI 'SHOW INCIDENT' command. Make a note of the incident id. You are ready to move to step 2 2. Package the incident a) Set up the environment - example commands below are for Unix cd <DOMAIN_HOME>/bin . ./setDomainEnv.sh If you want ADRCI to run a Remote Diagnostic Agent collection (recommended) at generate package time, point ORACLE_HOME at oracle_common ORACLE_HOME=$MW_HOME/oracle_common; export ORACLE_HOME To prevent ADRCI from running RDA at generate package time, point ORACLE_HOME at WL_HOME/server/adr directory.  ORACLE_HOME=$WL_HOME/server/adr; export ORACLE_HOME b) Launch adrci $WL_HOME/server/adr/adrci c) Set BASE and HOMEPATH adrci> SET BASE /oracle/middleware/user_projects/domains/ mydomain/servers/mymanagedserver/adr adrci> SET HOMEPATH diag/ofm/mydomain/mymanagedserver d)  Optionally run SHOW INCIDENTS e.g. adrci> SHOW INCIDENTS -MODE DETAIL ADR Home = /oracle/middleware/user_projects/domains/mydomain/ servers/mymanagedserver/adr/diag/ofm/mydomain/mymanagedserver:***********************************************************************************************************************************INCIDENT INFO RECORD 1**********************************************************   INCIDENT_ID                   1   STATUS                        ready   CREATE_TIME                   2012-11-02 10:38:46.468000 +00:00   PROBLEM_ID                    1   CLOSE_TIME                    <NULL>   FLOOD_CONTROLLED              none   ERROR_FACILITY                DFW   ERROR_NUMBER                  99998   ERROR_ARG1                    <NULL>   ERROR_ARG2                    <NULL>   ERROR_ARG3                    <NULL>   ERROR_ARG4                    <NULL>   ERROR_ARG5                    <NULL>   ERROR_ARG6                    <NULL>   ERROR_ARG7                    <NULL>   ERROR_ARG8                    <NULL>   ERROR_ARG9                    <NULL>   ERROR_ARG10                   <NULL>   ERROR_ARG11                   <NULL>   ERROR_ARG12                   <NULL>   SIGNALLING_COMPONENT          <NULL>   SIGNALLING_SUBCOMPONENT       <NULL>   SUSPECT_COMPONENT             <NULL>   SUSPECT_SUBCOMPONENT          <NULL>   ECID                          5162744c6a2eea5e:155ff445:13ac0aae7cb:-8000-0000000000000325   IMPACTS                       01 rows fetched e)  Create a logical package IPS CREATE PACKAGE INCIDENT incident_number e.g. adrci> IPS CREATE PACKAGE INCIDENT 1Created package 1 based on incident id 1, correlation level typical f) Generate the package IPS GENERATE PACKAGE package_number IN path e.g. adrci> IPS GENERATE PACKAGE 1 IN /tmp Generated package 1 in file /tmp/DFW99998j_20121102113633_COM_1.zip, mode complete Note: If the generate package command hangs, ADRCI may be experiencing an issue when running RDA. To avoid such trouble, exit ADRCI and point the ORACLE_HOME environment variable at WL_HOME/server/adr 3) Upload the package zip to Oracle Support via your Service Request a) Log into My Oracle Support and locate your Service Request b) Click on "Add Attachments c) And upload the zip file

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • How do I import service references to Unity3D?

    - by Timothy Williams
    I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: http://api.microsofttranslator.com/V2/Soap.svc ContentVault: http://ioun.wizards.com/ContentVault.svc Both services import fine in to Visual Studio. I've tried everything I can think of but they won't work with Unity. I just get various errors (changing depending on which solution I'm trying out). I've attempted using svcutil to export the services as external scripts, but all I got was a bunch of using errors. I've tried converting the code to work with .NET 2.0 to no avail, I've even tried making the services in to .DLL's to no success. How could get these services working with Unity?

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  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • How do I get the compression on specific dynamic body

    - by Mike JM
    Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies connected to each other (think of it as a table from front view).The LEG1 and LEG2 are connected to the static body. (it's the ground body). Another dynamic body is falling onto the table. I need to get the compression in the LEG1 and LEG2 separately. Joints have GetReactionForce() function which returns a b2Vec, which in turn has Length() and LengthSqd functions. This will give the total sum of the forces in any taken joint. But what I need is forces in individual bodies that are connected with joints. Once you connect several bodies with a single joint it again will show the sum of forces which is not useful.Here's the case iI'm talking about:

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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