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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • how to re-use a sprite in cocos2d-x

    - by zinking
    some times it takes time to create the sprite structures in the scene, I might need to setup structures inside this sprite to meet requirement, thus I would hope to reuse such structures with the game again and again. I tried that, remove the child from parent, detach it from parent , clean parent with the sprite. but when I try to add the sprite to another scene, it's just wont pass the assertion that the sprite already have parent did I miss some step ? add an example: I have a sprite A which involves of quite a few steps to construct, so I used it in scene A layer A, and then I want to use it in scene A layer B, scene B layer A1 etc..... generally speaking I don't want to reconstruct the sprte again.

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • 'Unblock' / 'Yellow Out' game questions

    - by pimvdb
    I would very much like to build a game that is known as 'Unblock' or 'Yellow Out'. It is a puzzle game in which the task is to move a car out of a parking space by moving other cars in certain directions. These are links where the game can be played: Yellow Out Unblock My questions concerning this game are: Is this game actually licensed? I see it's available under two names (perhaps even more). Does this mean the game idea can be used freely? Is there an article about it? I have not been able to find it on Wikipedia. I would like to gather some information about the game so as to understand more details of it. Is there some database with puzzles available? I can just check the puzzles of existing games, but that's a pain because I have to finish a level to get on to the following one. I was wondering whether there is a general list of puzzles somewhere. Thanks!

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  • Flex 4 + Apache Ant, Cannot Load FlashPunk Libraries

    - by SquareCrow
    I have been searching google, Apache Docs*, and FlashPunk forums looking for an answer to this: I cannot get Ant/Flex to find and compile the FlashPunk libraries. Here is my build.xml. [code] <!-- Fetch the JAR full of Flex tasks if it is not already in the source directory --> <copy file="${FLEX_HOME}/ant/lib/flexTasks.jar" todir="${SOURCE_PATH}"/> <!-- Add flextasks to the project --> <taskdef resource="flexTasks.tasks" classpath="${SOURCE_PATH}/flexTasks.jar"></taskdef> <!-- Release build Flash Player 10.1 --> <target name="build"> <!-- Build the FlashPunk library --> <echo message="building swc..." /> <compc output="FlashPunk.swc" keep-generated-actionscript="false" incremental="false" optimize="false" debug="true" use-network="false"> <include-sources dir="${FLASHPUNK_PATH}/net" includes="**/* flashpunk/utils/* flashpunk/masks/*" excludes="**/*.TTF **/*.png"/> <load-config filename="${FLEX_HOME}/frameworks/flex-config.xml"/> </compc> <echo message="building swf..." /> <mxmlc file="${SOURCE_PATH}/epOne.as" output="${OUTPUT_PATH}/epOne.swf" debug="false" incremental="false" strict="true" accessible="false" link-report="link_report.xml" static-link-runtime-shared-libraries="true"> <optimize>true</optimize> </mxmlc> </target> [/code] Results in many errors of the type "Definition net.flashpunk.masks:Grid could not be found" even though when I open the directories I can see the *.AS files right there. Sorry if this is very basic. I am piecing together knowledge of Ant from docs and tutorials. *I decided to use Ant because neither FlashDevelop for Windows nor Eclipse for Linux seemto work for me.

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  • Slot Machine Pay Out

    - by Kris.Mitchell
    I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to properly insure that the machine is going to have a payout rating of (lets say) 95%. So, I have a reel set up wit 22 spaces on it. Filled with 16 different symbols. When I get my random number, mod divide it by 64 and get the remainder, I hop over to a loop up table to see how the virtual stop relates to the reel position. Now that I have how the reels are going to stop, do I make sure the payout ratio is correct? For every dollar they put in, how to I make sure the machine will pay out .95 cents? Thanks for the ideas. I am working in actionscript, if that helps with the language issues, but in general I am just looking for theory.

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • Stuck with A* implementation

    - by Syed
    I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks itself when the same number of walls are placed in front of it and some other scenarios as well like blocking it one way completely, I am assuming that code is standalone (not having other functionality included in other scripts). Can anyone tell me if the above code is missing any A star functionality?

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Making sense of the Game State manager tutorial?

    - by Johnny Quest
    I have come across the Game State Managemnet tutorial at http://create.msdn.com/en-US/education/catalog/sample/game_state_management because I thought this would be a good place to start a game off. I have added a new screen, but I am still a bit lost on how everything works. When I make my game, do I only need one more additional screen? just for gameplay? or should I have a different screen for each level?

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • Order of operations to render VBO to FBO texture and then rendering FBO texture full quad

    - by cyberdemon
    I've just started using OpenGL with C# via the OpenTK library. I've managed to successfully render my game world using VBOs. I now want to create a pixellated affect by rendering the frame to an offscreen FBO with a size half of my GameWindow size and then render that FBO to a full screen quad. I've been looking at the OpenTK example here: http://www.opentk.com/doc/graphics/frame-buffer-objects ...but the result is a black form. I'm not sure which parts of the example code belongs in the OnLoad event and OnRenderFrame. Can someone please tell me if the below code shows the correct order of operations? OnLoad { // VBO. // DataArrayBuffer GenBuffers/BindBuffer/BufferData // ElementArrayBuffer GenBuffers/BindBuffer/BufferData // ColourArrayBuffer GenBuffers/BindBuffer/BufferData // FBO. // ColourTexture GenTextures/BindTexture/TexParameterx4/TexImage2D // Create FBO. // Textures Ext.GenFramebuffers/Ext.BindFramebuffer/Ext.FramebufferTexture2D/Ext.FramebufferRenderbuffer } OnRenderFrame { // Use FBO buffer. Ext.BindFramebuffer(FBO) GL.Clear // Set viewport to FBO dimensions. GL.DrawBuffer((DrawBufferMode)FramebufferAttachment.ColorAttachment0Ext) // Bind VBO arrays. GL.BindBuffer(ColourArrayBuffer) GL.ColorPointer GL.EnableClientState(ColorArray) GL.BindBuffer(DataArrayBuffer) // If world changed GL.BufferData(DataArrayBuffer) GL.VertexPointer GL.EnableClientState(VertexArray) GL.BindBuffer(ElementArrayBuffer) // Render VBO. GL.DrawElements // Bind visible buffer. GL.Ext.BindFramebuffer(0) GL.DrawBuffer(Back) GL.Clear // Set camera to view texture. GL.BindTexture(ColourTexture) // Render FBO texture GL.Begin(Quads) // Draw texture on quad // TexCoord2/Vertex2 GL.End SwapBuffers }

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  • optimizing graphics for iOS flash game

    - by 1GR3
    Friend of mine and me are working on a flash developed iOS (and later Android) puzzle board game. He's a programmer and I'm a designer/developer so (no surprise) we have a different points of view. anyway, he's method: make small tiles (100x100px) in photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way) my method: precompose the whole board (960x640px+bleed) in photoshop and than mask active and inactive areas in flash what do you think? thank you in advance!

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • Compiling Quake 3 in Snow Leopard

    - by Xap87
    First of all I have Xcode 4 installed in Mac OS X Snow Leopard 10.6.8. I have downloaded the Quake 3 source code 1.32b release but I can't open the Xcode project that is inside the /macosx folder since it is in the old .pbproj format and therefore it throws an "incompatible version" error. Has anyone been able to convert this to a Xcode format or is there any other way to compile the source code in Mac OS X Snow Leopard? Thanks

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • Tile engine Texture not updating when numbers in array change

    - by Corey
    I draw my map from a txt file. I am using java with slick2d library. When I print the array the number changes in the array, but the texture doesn't change. public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; public Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); x = 0; for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); x++; } //System.out.println(""); y++; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int y = 0; y < map.length; y++) { for(int x = 0; x < map[0].length; x ++) { int textureIndex = map[x][y]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } Mouse Picking Where I change the number in the array Input input = gc.getInput(); gc.getInput().setOffset(cameraX-400, cameraY-300); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } I never ask a question until I have tried to figure it out myself. I have been stuck with this problem for two weeks. It's not like this site is made for asking questions or anything. So if you actually try to help me instead of telling me to use a debugger thank you. You either get told you have too much or too little code. Nothing is never enough for the people on here it's as bad as something like reddit. Idk what is wrong all my textures work when I render them it just doesn't update when the number in the array changes. I am obviously debugging when I say that I was printing the array and the number is changing like it should, so it's not a problem with my mouse picking code. It is a problem with my textures, but I don't know what because they all render correctly. That is why I need help.

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  • Dynamic Memory Allocation and Memory Management

    - by Bunkai.Satori
    In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default new()? Should I create any memory pool for dynamic allocation, or is there no need to bother with this? What if the target platform are mobile devices? Is there a need for a memory manager in a mobile game, please? Thank you. Language Used: C++; Currently developed under Windows, but planned to be ported later.

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