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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • Why don't C++ Game Developers use the boost library?

    - by James
    So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if you aren't using it, you're not writing "real' C++ (I disagree, but that's not the point). But then there is the game industry, which is well known for using C++ and not using boost. I can't help but wonder why that is. I don't care to use boost because I write games (now) as a hobby, and part of that hobby is implementing what I need when I am able to and using off-the-shelf libraries when I can't. But that is just me. Why don't game developers, in general, use the boost library? Is it performance or memory concerns? Style? Something Else? I was about to ask this on stack overflow, but I figured the question is better asked here. EDIT : I realize I can't speak for all game programmers and I haven't seen all game projects, so I can't say game developers never use boost; this is simply my experience. Allow me to edit my question to also ask, if you do use boost, why did you choose to use it?

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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  • Easiest Way To Implement "Slow Motion" and variable game speed in XNA?

    - by TerryB
    I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode and then goes back to normal. What is the easiest way to do this in XNA 4.0 without having to alter all my existing code that relies on GameTime? I have some code that relies on the TotalGameTime, which will be wrong unless I get XNA to slow down. Is there anyway to avoid refactoring that code? Thanks!

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • Any interesting thesis topic?

    - by revers
    Hi, I study Computer Science at Technical University of Lodz (in Poland) with Computer Game and Simulation Technology specialization. I'm going to defend BSc thesis next year and I was wondering what topic I could choose but nothing really interesting is coming to my mind. Maybe You could help me and suggest some subjects related to programming graphics, games or simulations? (or maybe something else that is interesting enough :) ). I would be very grateful for any suggestion!

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  • GLSL Normals not transforming propertly

    - by instancedName
    I've been stuck on this problem for two days. I've read many articles about transforming normals, but I'm just totaly stuck. I understand choping off W component for "turning off" translation, and doing inverse/traspose transformation for non-uniform scaling problem, but my bug seems to be from a different source. So, I've imported a simple ball into OpenGL. Only transformation that I'm applying is rotation over time. But when my ball rotates, the illuminated part of the ball moves around just as it would if direction light direction was changing. I just can't figure out what is the problem. Can anyone help me with this? Here's the GLSL code: Vertex Shader: #version 440 core uniform mat4 World, View, Projection; layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec3 VertexColor; layout(location = 2) in vec3 VertexNormal; out vec4 Color; out vec3 Normal; void main() { Color = vec4(VertexColor, 1.0); vec4 n = World * vec4(VertexNormal, 0.0f); Normal = n.xyz; gl_Position = Projection * View * World * vec4(VertexPosition, 1.0); } Fragment Shader: #version 440 core uniform vec3 LightDirection = vec3(0.0, 0.0, -1.0); uniform vec3 LightColor = vec3(1f); in vec4 Color; in vec3 Normal; out vec4 FragColor; void main() { diffuse = max(0.0, dot(normalize(-LightDirection), normalize(Normal))); vec4 scatteredLight = vec4(LightColor * diffuse, 1.0f); FragColor = min(Color * scatteredLight, vec4(1.0)); }

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • Issue with DFS imlemtation in objetive-c

    - by Hemant
    i am trying to to do something like this Below is my code: -(id) init{ if( (self=[super init]) ) { bubbles_Arr = [[NSMutableArray alloc] initWithCapacity: 9]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:0]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"3",@"3",@"5",@"5",@"1",nil] atIndex:1]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:2]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"3",@"5",@"3",@"1",nil] atIndex:3]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"1",@"1",@"1",@"1",@"1",nil] atIndex:4]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"3",@"5",@"1",nil] atIndex:5]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:6]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:7]; [bubbles_Arr insertObject:[NSMutableArray arrayWithObjects:@"5",@"5",@"5",@"5",@"5",nil] atIndex:8]; NOCOLOR = @"-1"; R = 9; C = 5; [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(testting) userInfo:Nil repeats:NO]; } return self; } -(void)testting{ // NSLog(@"dataArray---- %@",dataArray.description); int startR = 0; int startC = 0; int color = 1 ;// red // NSString *color = @"5"; //reset visited matrix to false. for(int i = 0; i < R; i++) for(int j = 0; j < C; j++) visited[i][j] = FALSE; //reset count count = 0; [self dfs:startR :startC :color :false]; NSLog(@"count--- %d",count); NSLog(@"test--- %@",bubbles_Arr); } -(void)dfs:(int)ro:(int)co:(int)colori:(BOOL)set{ for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if((dr == 0 ^ dc == 0) && [self ok:ro+dr :co+dc]) // 4 neighbors { int nr = ro+dr; int nc = co+dc; NSLog(@"-- %d ---- %d",[[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue],colori); if ((([[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] integerValue]==1 || [[[bubbles_Arr objectAtIndex:nr] objectAtIndex:nc] isEqualToString:@"1"]) && !visited[nr][nc])) { visited[nr][nc] = true; count++; [self dfs:nr :nc :colori :set]; if(count>2) { [[bubbles_Arr objectAtIndex:nr] replaceObjectAtIndex:nc withObject:NOCOLOR]; [bubbles[nc+1][nr+1] setTexture:[[CCTextureCache sharedTextureCache] addImage:@"gray_tiger.png"]]; } } } } -(BOOL)ok:(int)r:(int)c{ return r >= 0 && r < R && c >= 0 && c < C; } But it's only working for left to right,not working for right to left. And it is also skipping first object. Thanks in advance.

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  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

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  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • Create a thread in xna Update method to find path?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work. Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • How does one specify raster operations in XNA?

    - by Corey Ogburn
    I'm looking for a way to add a sprite using a particular logic operation (like XOR). I can't find anything on Google and I'm not sure where to look in the documentation. I've looked into SpriteBatch.Begin(...) and its Draw method and several options in the GraphicsDevice class, but I'm not recognizing anything capable of this. I'm still pretty new to XNA so I may just not have recognized the terminology to do this.

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  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • OpenGL ES 2. How do I Create a Basic Fading Streak Effect?

    - by dugla
    For the iPad app I am writing using OpenGL ES 2 I have a single quad - shaded using GLSL - that is dragged around the screen. Very basic. This works fine. But is rather boring. I want to increase the coolness a bit in the following way: when the user drags the quad it leaves a streak behind that fades over time. Continuous dragging would be a bit like a streaking comet across the night sky. What is the simplest way to implement this? Thanks.

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