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  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

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  • Better data structure for a game like Bubble Witch

    - by CrociDB
    I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of using graphs, but that might be too complex for a trivial thing. Thought of a matrix, just like a tile map, but that might get too 'workaroundy'. I don't know. I'll be doing in Flash/AS3, though. Thanks. :)

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  • Calculating 3D camera positions from a video

    - by Geotarget
    I need to calculate the 3D camera position and rotation for each frame in a given video. This is typically used for motion-tracking, and to insert 3D objects into a video. I'm currently using VideoTrace to calculate this for me, and I'm getting the data exported as a 3DS Maxscript file. However when I try to use the 3D camera rotations, I'm getting strange errors in my 3D calculations, as if there is an error with the 3x3 rotation matrices. Can you spot any error with the data itself? Or is it my other calculations that are erroneous? frame 1 rotation=(matrix3[-0.011938, 0.756018, -0.654442][-0.382040, -0.608284, -0.695727][-0.924068, 0.241718, 0.296091][0, 0, 0]).rotationpart position=[-0.767177, 0.308723, -0.232722] fov=57.352135 frame 2 rotation=(matrix3[-0.460922, -0.726580, -0.509541][-0.200163, 0.644491, -0.737947][ 0.864572, -0.238145, -0.442495][0, 0, 0]).rotationpart position=[-0.856630, 0.198654, -0.243853] fov=57.352135

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  • Why does glGetString returns a NULL string

    - by snape
    I am trying my hands at GLFW library. I have written a basic program to get OpenGL renderer and vendor string. Here is the code #include <GL/glew.h> #include <GL/glfw.h> #include <cstdio> #include <cstdlib> #include <string> using namespace std; void shutDown(int returnCode) { printf("There was an error in running the code with error %d\n",returnCode); GLenum res = glGetError(); const GLubyte *errString = gluErrorString(res); printf("Error is %s\n", errString); glfwTerminate(); exit(returnCode); } int main() { // start GL context and O/S window using GLFW helper library if (glfwInit() != GL_TRUE) shutDown(1); if (glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) shutDown(2); // start GLEW extension handler glewInit(); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); // close GL context and any other GLFW resources glfwTerminate(); return 0; } I googled this error and found out that we have to initialize the OpenGL context before calling glGetString(). Although I have initialized OpenGL context using glfwInit() but still the function returns a NULL string. Any ideas? Edit I have updated the code with error checking mechanisms. This code on running outputs the following There was an error in running the code with error 2 Error is no error

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Java 2D Rectangle Collision? [on hold]

    - by Andreas Elia
    I am just wanting to know of another (longer OR shorter) way of getting 100% effective collisions on a 2D plat-former. The current collision system that is in place works from coords on the level and does not always work reliably. Thank you in advance for any help/support. The current system draws a rectangle and is checking to see if any two points collide. From testing, the system can sometimes "glitch" and allow the player to collide into walls etc. Player Class http://pastebin.com/2zE8vz8R Main Class http://pastebin.com/A6Utb3ti

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Simple OpenGL program major slow down at high resolution

    - by Grieverheart
    I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face a big slow down of fps when I make my window large (i.e. above 1920x1080). I have monitors GPU usage when in full-screen and it shows GPU load of nearly 100% and Memory Controller load of ~85%. When at 600x600, these numbers are at about 45%, my CPU is also at full load. I use deferred rendering at the moment but even when forward rendering, the slow down was nearly as severe. I can't imagine my GPU is not powerful enough for something this simple when I play many games at 1080p (I have a GeForce GT 120M btw). Below are my shaders, First Pass #VS #version 330 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform float scale; layout(location = 0) in vec3 in_Position; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; void main(void){ pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; pass_Normal = NormalMatrix * in_Normal; TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } #FS #version 330 core uniform sampler2D inSampler; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; layout(location = 0) out vec3 outPosition; layout(location = 1) out vec3 outDiffuse; layout(location = 2) out vec3 outNormal; void main(void){ outPosition = pass_Position; outDiffuse = texture(inSampler, TexCoord).xyz; outNormal = pass_Normal; } Second Pass #VS #version 330 core uniform float scale; layout(location = 0) in vec3 in_Position; void main(void){ gl_Position = mat4(1.0) * vec4(scale * in_Position, 1.0); } #FS #version 330 core struct Light{ vec3 direction; }; uniform ivec2 ScreenSize; uniform Light light; uniform sampler2D PositionMap; uniform sampler2D ColorMap; uniform sampler2D NormalMap; out vec4 out_Color; vec2 CalcTexCoord(void){ return gl_FragCoord.xy / ScreenSize; } vec4 CalcLight(vec3 position, vec3 normal){ vec4 DiffuseColor = vec4(0.0); vec4 SpecularColor = vec4(0.0); vec3 light_Direction = -normalize(light.direction); float diffuse = max(0.0, dot(normal, light_Direction)); if(diffuse 0.0){ DiffuseColor = diffuse * vec4(1.0); vec3 camera_Direction = normalize(-position); vec3 half_vector = normalize(camera_Direction + light_Direction); float specular = max(0.0, dot(normal, half_vector)); float fspecular = pow(specular, 128.0); SpecularColor = fspecular * vec4(1.0); } return DiffuseColor + SpecularColor + vec4(0.1); } void main(void){ vec2 TexCoord = CalcTexCoord(); vec3 Position = texture(PositionMap, TexCoord).xyz; vec3 Color = texture(ColorMap, TexCoord).xyz; vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); out_Color = vec4(Color, 1.0) * CalcLight(Position, Normal); } Is it normal for the GPU to be used that much under the described circumstances? Is it due to poor performance of freeglut? I understand that the problem could be specific to my code, but I can't paste the whole code here, if you need more info, please tell me.

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  • How can I apply different actions to different parts of a 2D character?

    - by Praveen Sharath
    I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames and i am able to import the sprite sheet and animate the sequence when I press arrow key. But i need to add the gun motion. The player holds the gun upwards and when X key is pressed he brings it straight and shoots. How to implement the walk + shoot action?

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  • Rubik's cube array rotation

    - by Ace
    I'm about to make a 3D Rubik's cube based game in Flash AS3 and Away3d. I don't really know how to manage the 2D arrays of the Rubik's cube. For example, how do I rotate the corresponding arrays if I rotate a side, or just rotate a middle part? In this stage I also don't know how to rotate those smaller cube parts all together if a side is rotating. First I was thinking of "groups" ( like in sketchup or 3ds max, blender), but that would be tricky, because the group components would change every time. So I was thinking of just rotating each individual piece along a global axis. However, I just know the Away3d functions to rotate the cube of his local X , Y or Z axis, but how to rotate in global axis? Does anyone know of a algorithm for doing these types of rotations?

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • Marketing: Angry Birds - How it's done

    - by John
    Why do some apps, like Angry Birds, dominate the market while other cool/fun/addicting apps are never heard of? I'm trying to figure out the best marketing strategy, or best way to sell an app to mass market. Does anybody have any ideas or things they noticed about the marketing of major blockbuster apps, like Angry Birds, why they get so popular and stay at the top of charts. Thanks for any ideas, comments ...

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • 2D tile-based terrain generation

    - by a240
    As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin noise as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • music for an arcade game?

    - by user717572
    I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer length tracks (about 2 minutes), but when this is over, it's going to be repeated anyway, just like when you'd select a new level, you'd have to listen to the same beginning of the song again. I can't put an hour of music in my application, so what would you recommend I'd do for the music?

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Do Apple and Google ask for a share if custom payment is done in a free app?

    - by user1590354
    I have a multiplatform game (web/iOS/Android) in the making. In the free version the core game is still fully playable but people who choose to pay will get more social features (and no ads, of course). I was thinking that rather than having a free and a paid version for all the platforms I may release the apps just for free and if the users want more, they have to register and pay a one-time fee (through a payment gateway or PayPal). The extra content would then be available in all the clients they have access to. Theoretically, this means a better value for the players and less maintenance and headache for me (obviously I have to handle all the payment troubles myself). Does it fit into the business model of Apple/Google? Or will they still claim their share of the registration fee?

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  • Incorporating XNA into an existing project

    - by Boreal
    My game as-is is using IrrlichtLime, which I'm beginning to dislike because it hides a lot of implementation and makes adding your own implementation incredibly complex. I don't really need the scene manager for anything and the only animation I need is manual (i.e. transforming the bones programmatically). However, I've only ever used XNA in the past as a starting point with the templates. How would I take my current project and add XNA to it?

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