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  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • How to make an arc'd, but not mario-like jump in python, pygame [duplicate]

    - by PythonInProgress
    This question already has an answer here: Arc'd jumping method? 2 answers Analysis of Mario game Physics [closed] 6 answers I have looked at many, many questions similar to this, and cannot find a simple answer that includes the needed code. What i am trying to do is raise the y value of a square for a certain amount of time, then raise it a bit more, then a bit more, then lower it twice. I cant figure out how to use acceleration/friction, and might want to do that too. P.S. - can someone tell me if i should post this on stackoverflow or not? Thanks all! Edit: What i am looking for is not mario-like physics, but a simple equation that can be used to increase then decrease height over the time over a few seconds.

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • I need to sell an almost-complete MMORPG project. How can I do that?

    - by Tomasz
    I need your help. We have to sell MMORPG at an advanced stage. The game has a unique engine, written on the need for the game, graphics, sound, map editor, web site etc. As it happens in the play mmorpg we can develop the characters, monsters. We can fight with other characters or to establish cooperation in solving the challenges. We can fight using own monsters, or throwing their own cards with spells. Unfortunately we have no idea how to promote the game. Ended fund and I think the whole team surrendered. How can I find a buyer? Where can I find him? Thank you for your help.

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  • Raycasting mouse coordinates to rotated object?

    - by SPL
    I am trying to cast a ray from my mouse to a plane at a specified position with a known width and length and height. I know that you can use the NDC (Normalized Device Coordinates) to cast ray but I don't know how can I detect if the ray actually hit the plane and when it did. The plane is translated -100 on the Y and rotated 60 on the X then translated again -100. Can anyone please give me a good tutorial on this? For a complete noob! I am almost new to matrix and vector transformations.

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • Scripting for a C#, multiplayer game

    - by Vaughan Hilts
    I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I took a look at this post. With something like this in mind (using C# as a scripting language); I have a few questions. 1) Would one embed the script itself in the entity object before persisting to it to the disk? Is this okay? 2) Would I compile once per scripting then - this seems like a lot of overhead to store all these compiled Assemblies to execute. Any general advice on how to do thigns is welcome, too. These entities are generated on the fly inside the editor and could be composed of a lot of different things.

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • Is there any existing (old) game that released graphic as free or open source?

    - by Alexey Petrushin
    I'd like to (re)create an online version (html5/JS) of some old game, for example something like HoM&M 2. Maybe, some of old games were released as free or open source (I'm interested in the graphical assets only)? I heard something about Red Alert been released as free, but I'm not sure if it's permitted to reuse graphical assets in such manner. Do You know such games? Another question - can You please share Your thoughts, rough estimate - how much it will cost to pay an artist to create graphics similar to HoM&M 2?

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  • How to Hide the code of HTML5 games [closed]

    - by jeyanthinath
    Possible Duplicate: HTML5 game obfuscation I am begin to develop games in HTML5 and I had doubt that , when we use the game in online its source can be visible to others even if we use complex code and reference to java-script files , then what is the use of HTML5 even everyone can be able to download the code and still use their updated version Is it possible to hide the code of HTML5 in web page games OR there some other way it can made it not visible to the users !!! If not what is the use of HTML5 as it is open to user as well !!!

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  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

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  • Auto Save and Auto Load Game onto the Device's Storage Concept Question

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game feature only every time the newbies open the first app then continues it on the other day? I tried making a sprite that is moving, starting at the center. When I close and re-open the app, the sprite goes back to the center instead of the last coordinate where the sprite land on this part (i.e. at the top). The thing I want to know how the sequence of saving and loading goes like this: I open the app The starting sprite at the center. It displays a coordinate of the sprite plus number of times does the sprite move. I exit the app that automatically saves the game without notice. Finally, when I re-opened it, it automatically loads the game retaining the number of times the sprite move, coordinates, and the sprite's area landed. These steps above are similar, but not the sprite movement test app, to the sequence of saving and loading the game's level and record in Jewel Stackers for the Android app. And, by default, if there is no SD card in any tab or phone that runs on Android, does it automatically save/load onto the internal drive or the APK file itself? Is it also useful to use auto save and auto load feature for protecting and fetching informations (i.e. fastest time, last time where the sprite is located via coordinates, etc.)?

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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