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  • Why Swipe left doesn't work? [on hold]

    - by Hitesh
    I wrote the below code to detect and perform a sprite action on the single tap and swipe right event. @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { float x = 0F; int tapCount = 0; boolean playermoving = false; // TODO Auto-generated method stub if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_MOVE) { if (pSceneTouchEvent.getX() > x) { playermoving = true; players.runRight(); } if (pSceneTouchEvent.getX() < x) { Log.i("Run Left", "SPRITE Left"); } /* * if (pSceneTouchEvent.getX() < x) { System.exit(0); * Log.i("SWIPE left", "SPRITE LEFT"); } */ } if (pSceneTouchEvent.getAction() == MotionEvent.ACTION_DOWN) { playermoving = false; x = pSceneTouchEvent.getX(); tapCount++; Log.i("X CORD", String.valueOf(x)); } if (pSceneTouchEvent.isActionDown()) { if (tapCount == 1 && playermoving != true) { tapCount = 0; players.jumpRight(); } } return true; } The code works fine. The only problem is that the swipe left event is not being detected due to some reasons. What can i do to make the swipe left action work? Please help

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  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

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  • Realtime rendering using a ray tracing engine

    - by Keyhan Asghari
    I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100). Lights, shadows and textures is not important and each element has a solid color. and finally, the actions I want to have, is simply rotating the object, zooming and panning. I am wondering what ray tracing engine is better for my conditions. or, do I have to take another approach? any help will be appreciated.

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  • How can a load and play an .x model using vertex animation in XNA?

    - by Christian
    From a game I developed years ago, I still have character models that my former 3D engine designer created and that I'd like to reuse in a Windows Phone project now. However, the files are in DirectX format (.x) containing keyframe animation only. No bones. No skeleton. There are a lot of animation keys defined on several frames to animate the characters. I don't quite understand how that works, to be frankly. However, I did a lot of research regarding a possible way of getting the characters animated via XNA on Windows Phone and all I found are hints that it is generally possible but not supported. Possibly by implementing own Content Importers and Processors. I didn't find anyone who successfully did something like that yet. How should I go about loading and displaying these models in XNA?

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  • SDL mouse wheel not picking up

    - by Chris
    Running Ubuntu 11.04, SDL 1.2 trying to pickup mouse wheel up/down movement with this (stripped down) code: int main( int argc, char **argv ) { SDL_MouseButtonEvent *mousebutton = NULL; while ( !done ) { if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_LEFT) yrot += 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_RIGHT) yrot -= 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELUP){ xrot += 0.75f; }else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELDOWN){ xrot -= 0.75f; } while ( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_MOUSEBUTTONDOWN: mousebutton = &event.button; break; case SDL_MOUSEBUTTONUP: mousebutton = NULL; break; default: break; } } } return 0; } strange thing is, scrolling with the mouse button does nothing, but if I hold down a mouse button or two and then move the mouse it hits the SDL_BUTTON_WHEEL code occasionally. This honestly reeks of a pointer issue, which would make sense since I've been spoiled with C# for the past couple years, but I am just not seeing it. How do i correctly find mouse scroll events in SDL?

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  • Manually updating HTML5 local storage?

    - by hustlerinc
    I'm just starting out HTML5 game developement (and game dev in general) and watching all the videos and tutorials available something has crossed my mind. Everyone keep saying I should set the cookie's (or cached files) to be expired after a certain amount of time. So that when it reaches that time the browser automatically downloads all assets again, even if it's the same asset's. Wouldn't it be possible to manually define the version of the game? For example the user has downloaded all the files for 1.01 of the game, when updating I change a simple variable to 1.02. When the user logs in it would compare his version to the current and if they are not equal only then it downloads the files? This could even be improved to download only specific files depending on what needs to be updated? Would this be possible or am I just dreaming? What are the possible downsides of this approach?

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  • Adjust sprite bounds of the visible part of texture

    - by Crazy D0G
    Is there any way to adjust the boundaries of the visible part of the sprite? To make it easier to understand: I have a texture, such as shown at figure 1. Then I break it into pieces and fill the resulting fragments using PRKit (wood texture on figure 2 and 3). But the resulting fragments have the transparent (green color on figure 2 and 3) and when creating a sprite from the fragments they have the size of the initial texture. Is there a way to get rid of this transparency and to adjust the size of the visible part (wood texture), openGL or cocos2d-x means? Maybe it help - draw() method from PRKit: void PRFilledPolygon::draw() { //CCNode::draw(); glDisableClientState(GL_COLOR_ARRAY); // we have a pointer to vertex points so enable client state glBindTexture(GL_TEXTURE_2D, texture->getName()); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA); glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Restore texture matrix and switch back to modelview matrix glEnableClientState(GL_COLOR_ARRAY);}

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • Design leaderboard ratings for quiz games

    - by PeterK
    Back in March 2011 i started the following post: How to design a leaderboard? Now my quiz game have been out for approximately a year and sold pretty decently. I am working on to update the game design and is again looking into the leaderboard design to make it better as i am not happy with it. Currently i rate players on number of correct answers, which is not good as it does not consider things like number of games, difficulty levels etc. I also have "extended" stats behind the UITableView (Leaderboard). A player can play based on three levels of difficulty: hard, medium or easy Difficulty levels can be mixed between players in a game Each game can be one to six players, so there can be single games or duels Between 2 and 30 questions per game As i am considering integrating Game Center Leaderboard i need to design a better rating system so i would like to ask for some ideas how to do the rating based on the above. I am thinking about how much a point would be worth and what it includes.

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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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  • 2D Particle Explosion

    - by TheBroodian
    I'm developing a 2D action game, and in said game I've given my primary character an ability he can use to throw a fireball. I'm trying to design an effect so that when said fireball collides (be it with terrain or with an enemy) that the fireball will explode. For the explosion effect I've created a particle that once placed into game space will follow random, yet autonomic behavior based on random variables. Here is my question: When I generate my explosion (essentially 90 of these particles) I get one of two behaviors, 1) They are all generated with the same random variables, and don't resemble an explosion at all, more like a large mass of clumped sprites that all follow the same randomly generated path. 2) If I assign each particle a unique seed to its random number generator, they are a little bit -more- spread out, yet clumping is still visible (they seem to fork out into 3 different directions) Does anybody have any tips for producing particle-based 2D explosions? I'll include the code for my particle and the event I'm generating them in. Fire particle class: public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0,0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content, int seed) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(seed); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0, 0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } #endregion #region Update and Draw public void Update(GameTime gameTime) { elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; fireParticleAnimation.Update(gameTime); Vector2 moveAmount = velocity * elapsed; xTile.Dimensions.Location newPosition = new xTile.Dimensions.Location(worldLocation.X + (int)moveAmount.X, worldLocation.Y + (int)moveAmount.Y); worldLocation = newPosition; velocity.Y += upwardForce; if (fireParticleAnimation.finishedPlaying) { dead = true; } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( fireParticleAnimation.image.Image, new Rectangle((int)drawLocation.X, (int)drawLocation.Y, scale, scale), fireParticleAnimation.image.SizeAndsource, Color.White * fireParticleAnimation.image.Alpha); } Fireball explosion event: public override void Update(GameTime gameTime) { if (enabled) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Heart_of_Fire.World_Objects.Particles.FireParticle particle in explosionParticles.ToList()) { particle.Update(gameTime); if (particle.Dead) { explosionParticles.Remove(particle); } } collisionRectangle = new Microsoft.Xna.Framework.Rectangle((int)wrldPstn.X, (int)wrldPstn.Y, 5, 5); explosionCheck = exploded; if (!exploded) { coreGraphic.Update(gameTime); tailGraphic.Update(gameTime); Vector2 moveAmount = velocity * elapsed; moveAmount = horizontalCollision(moveAmount, layer); moveAmount = verticalCollision(moveAmount, layer); Vector2 newPosition = new Vector2(wrldPstn.X + moveAmount.X, wrldPstn.Y + moveAmount.Y); if (hasCollidedHorizontally || hasCollidedVertically) { exploded = true; } wrldPstn = newPosition; worldLocation = new xTile.Dimensions.Location((int)wrldPstn.X, (int)wrldPstn.Y); } if (explosionCheck != exploded) { for (int i = 0; i < 90; i++) { explosionParticles.Add(new World_Objects.Particles.FireParticle( new Location( collisionRectangle.X + random.Next(0, 6), collisionRectangle.Y + random.Next(0, 6)), contentMgr)); } } if (exploded && explosionParticles.Count() == 0) { //enabled = false; } } }

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  • How can I generate signed distance fields (2D) in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time: There's something else:

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • Unity falling body pendulum behaviour

    - by user3447980
    I wonder if someone could provide some guidance. Im attempting to create a pendulum like behaviour in 2D space in Unity without using a hinge joint. Essentially I want to affect a falling body to act as though it were restrained at the radius of a point, and to be subject to gravity and friction etc. Ive tried many modifications of this code, and have come up with some cool 'strange-attractor' like behaviour but i cannot for the life of me create a realistic pendulum like action. This is what I have so far: startingposition = transform.position; //Get start position newposition = startingposition + velocity; //add old velocity newposition.y -= gravity * Time.deltaTime; //add gravity newposition = pivot + Vector2.ClampMagnitude(newposition-pivot,radius); //clamp body at radius??? velocity = newposition-startingposition; //Get new velocity transform.Translate (velocity * Time.deltaTime, Space.World); //apply to transform So im working out the new position based on the old velocity + gravity, then constraining it to a distance from a point, which is the element in the code i cannot get correct. Is this a logical way to go about it?

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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