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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?

    - by JCM
    Structuring the components of an engine that I am developing along with a friend (learning purposes), I came to this doubt. Initially we had a Point constructor, like the following: var Point = function( x, y ) { this.x = x; this.y = y; }; But them we started to add some Vector math to it, and them decided to rename it to Vector2d. But now, some methods are a bit confusing (at least in my opinion), such as the following, which is used to make a line: //before the renaming of Point to Vector2, the parameters were startingPoint and endingPoint Geometry.Line = function( startingVector, endingVector ) { //... }; I should make a specific constructor for the Point object, or there are no problems in defining a point as a vector? I know a vector have magnitude and direction, but I see so many people using a vector to just represent the position of an object.

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • What do you use to create sprite graphics? [closed]

    - by SimpleRookie
    Possible Duplicate: What tools do you use for 2D art/sprite creation? What do you folks suggest for creating sprite graphics and sprite sheets? I fiddle with pixelformer and tilestudio. Pixelfromer has a kicken interface, it is quick and easy to make graphics, but a bit cumbersom if you want to make a spritemap. Tile Studio is a interesting mix or tiles and maps, but it is a bit buggy and basic. The Adobe series, just don't really seem to handle tiny graphics well. (there is a previous posting of this question existing, but it is a year old and I was hoping for further/updated input from the community)

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  • Multiply mode in SpriteBatch

    - by ashes999
    I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no BlendState.Multiplicative. I also tried the solution in this answer, but it didn't work -- even when I (incorrectly?) changed the code to work with XNA 4 style ColorDestinationBlend, I ended up with the final solution being inverted (black area where the light is, everything else is visible). I initially thought of a shader, but I couldn't get shaders to work with MonoGame, so I'm falling back to SpriteBatch.

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  • How do I repeatedly move an image by 1 pixel?

    - by Will
    I have a method that is moving a UIImageView called shootImg across the screen: -(IBAction)shoot{ if (appDelegate.shootInt > 0) { if (direction == 1) { shootImg.center = CGPointMake(shootImg.center.x+1, shootImg.center.y); appDelegate.shootInt = appDelegate.shootInt - 1; shootLabel.text = [NSString stringWithFormat:@"%d", appDelegate.shootInt]; } This does seem to work. But it only moves shootImage 1 pixel. What I want to do is make it repeatedly move 1 pixel. I tried a while loop but that didn't seem to work. I'm not using cocos2d or anything like that and if you need to see more code just ask. Thanks :)

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  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • Jumping Physics

    - by CogWheelz
    With simplicity, how can I make a basic jump without the weird bouncing? It jumps like 2 pixels and back Here's what I use y += velY x += velX then keypresses MAX_SPEED = 180; falling = true; if(Gdx.input.isKeyPressed(Keys.W)) {//&& !jumped && !p.falling) { p.y += 20; } if(!Gdx.input.isKeyPressed(Keys.W)) p.velY = 0; if(Gdx.input.isKeyPressed(Keys.D)) p.velX = 5; if(!Gdx.input.isKeyPressed(Keys.D) && !(Gdx.input.isKeyPressed(Keys.A))) p.velX = 0; if(Gdx.input.isKeyPressed(Keys.A)) p.velX = -5; if(!Gdx.input.isKeyPressed(Keys.A) && !(Gdx.input.isKeyPressed(Keys.D))) p.velX = 0; if(p.falling == true || p.jumping == true) { p.velY -= 2; } if(p.velY > MAX_SPEED) p.velY = MAX_SPEED; if(p.velX > MAX_SPEED) p.velX = MAX_SPEED;

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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