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  • Flip rotation matrix

    - by azer89
    right now i'm doing character control with kinect. Basically i need to mirror the joint orientation because the character faces the player. Somehow by googling through internet i've done it and everything works very well. But i have little idea about how the math works, here's my code: //------------------------------------------------------------------------------------- Ogre::Quaternion JointOrientationCalculator::buildQuaternion(Ogre::Vector3 xAxis, Ogre::Vector3 yAxis, Ogre::Vector3 zAxis) { Ogre::Matrix3 mat; if(isMirror) { mat = Ogre::Matrix3(xAxis.x, yAxis.x, zAxis.x, xAxis.y, yAxis.y, zAxis.y, xAxis.z, yAxis.z, zAxis.z); Ogre::Matrix3 flipMat(1, 0, 0, 0, 1, 0, 0, 0, -1); mat = flipMat * mat * flipMat; } else { mat = Ogre::Matrix3(xAxis.x, -yAxis.x, zAxis.x, -xAxis.y, yAxis.y, -zAxis.y, xAxis.z, -yAxis.z, zAxis.z); } Ogre::Quaternion q; q.FromRotationMatrix(mat); return q; } when i need to mirror/flip it by axes z i calculate mat = flipMat * mat * flipMat; but i don't understand how this equation works.

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  • Performance due to entity update

    - by Rizzo
    I always think about 2 ways to code the global Step() function, both with pros and cons. Please note that AIStep is just to provide another more step for whoever who wants it. // Approach 1 step foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_fixed_step ) entity.FixedStep(); if( time_for_AI_step ) entity.AIStep(); ... // all kind of updates you want } PRO: you just have to iterate once over all entities. CON: fidelity could be lower at some scenarios, since the entity.FixedStep() isn't going all at a time. // Approach 2 step foreach( entity in entities ) entity.DeltaStep( delta_time ); if( time_for_fixed_step ) foreach( entity in entities ) entity.FixedStep(); if( time_for_AI_step ) foreach( entity in entities ) entity.FixedStep(); // all kind of updates you want SEPARATED PRO: fidelity on FixedStep is higher, shouldn't be much time between all entities update, rather than Approach 1 where you may have to wait other updates until FixedStep() comes. CON: you iterate once for each kind of update. Also, a third approach could be a hybrid between both of them, something in the way of foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_AI_step ) entity.AIStep(); // all kind of updates you want BUT FixedStep() } if( time_for_fixed_step ) { foreach( entity in entities ) { entity.FixedStep(); } } Just two loops, don't caring about time fidelity in nothing other than at FixedStep(). Any thoughts on this matter? Should it really matters to make all steps at once or am I thinking on problems that don't exist?

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • What math should all game programmers know?

    - by Tetrad
    Simple enough question: What math should all game programmers have a firm grasp of in order to be successful? I'm not specifically talking about rendering math or anything in the niche areas of game programming, more specifically just things that even game programmers should know about, and if they don't they'll probably find it useful. Note: as there is no one correct answer, this question (and its answers) is a community wiki. Also, if you would like fancy latex math equations, feel free to use http://mathurl.com/.

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Clojure agents consuming from a queue

    - by erikcw
    I'm trying to figure out the best way to use agents to consume items from a Message Queue (Amazon SQS). Right now I have a function (process-queue-item) that grabs an items from the queue, and processes it. I want to process these items concurrently, but I can't wrap my head around how to control the agents. Basically I want to keep all of the agents busy as much as possible without pulling to many items from the Queue and developing a backlog (I'll have this running on a couple of machines, so items need to be left in the queue until they are really needed). Can anyone give me some pointers on improving my implementation? (def active-agents (ref 0)) (defn process-queue-item [_] (dosync (alter active-agents inc)) ;retrieve item from Message Queue (Amazon SQS) and process (dosync (alter active-agents dec))) (defn -main [] (def agents (for [x (range 20)] (agent x))) (loop [loop-count 0] (if (< @active-agents 20) (doseq [agent agents] (if (agent-errors agent) (clear-agent-errors agent)) ;should skip this agent until later if it is still busy processing (not sure how) (send-off agent process-queue-item))) ;(apply await-for (* 10 1000) agents) (Thread/sleep 10000) (logging/info (str "ACTIVE AGENTS " @active-agents)) (if (> 10 loop-count) (do (logging/info (str "done, let's cleanup " count)) (doseq [agent agents] (if (agent-errors agent) (clear-agent-errors agent))) (apply await agents) (shutdown-agents)) (recur (inc count)))))

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Importing Models from Maya to OpenGL

    - by Mert Toka
    I am looking for ways to import models to my game project. I am using Maya as modelling software, and GLUT for windowing of my game. I found this great parser, it imports all the textures and normal vectors, but it is compatible with .obj files of 3dsMAX. I tried to use it with Maya obj's, and it turned out that Maya's obj files are a bit different from former one, thus it cannot parse them. If you know any way to convert Maya obj files to 3dsMax obj files, that would be acceptable as well as a new parser for Maya obj files.

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  • Sending a android.content.Context parameter to a function with JNI

    - by Ef Es
    I am trying to create a method that checks for internet connection that needs a Context parameter. The JNIHelper allows me to call static functions with parameters, but I don't know how to "retrieve" Cocos2d-x Activity class to use it as a parameter. public static boolean isNetworkAvailable(Context context) { boolean haveConnectedWifi = false; boolean haveConnectedMobile = false; ConnectivityManager cm = (ConnectivityManager) context.getSystemService( Context.CONNECTIVITY_SERVICE); NetworkInfo[] netInfo = cm.getAllNetworkInfo(); for (NetworkInfo ni : netInfo) { if (ni.getTypeName().equalsIgnoreCase("WIFI")) if (ni.isConnected()) haveConnectedWifi = true; if (ni.getTypeName().equalsIgnoreCase("MOBILE")) if (ni.isConnected()) haveConnectedMobile = true; } return haveConnectedWifi || haveConnectedMobile; } and the c++ code is JniMethodInfo methodInfo; if ( !JniHelper::getStaticMethodInfo( methodInfo, "my/app/TestApp", "isNetworkAvailable", "(android/content/Context;)V")) { //error return; } CCLog( "Method found and loaded!"); methodInfo.env->CallStaticVoidMethod( methodInfo.classID, methodInfo.methodID); methodInfo.env->DeleteLocalRef( methodInfo.classID);

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  • Making entire scene fade to grayscale

    - by Fibericon
    When the player loses all of their lives, I want the entire game screen to go grayscale, but not stop updating immediately. I'd also prefer it fade to grayscale instead of suddenly lose all color. Everything I've found so far is either about taking a screenshot and making it grayscale, or making a specific texture grayscale. Is there a way to change the entire playing field and all objects within to grayscale without iterating through everything?

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • Implement 2x speed in tower of defense type game

    - by Siddharth
    I was currently developing tower of defense game and I want to implement 2x feature for my game. Game usually run with 1x speed that was normal speed of the game. Here what 1x and 2x mean : 1x - mention normal speed of the game, 2x - mention the game object moves with double speed means user experience the fast game play. I want to implement such functionality for my game. The functionality that I want contains in the game Medieval Castle game that was available in the market. https://play.google.com/store/apps/details?id=com.nova.root&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5ub3ZhLnJvb3QiXQ.. The screen shot also shows the 1x and 2x button in that game. I think for 2x speed of the game I have to increase the speed of each object that were in the game. So any member please help what to do for that implementation. Only idea become enough for me.

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  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

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  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

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  • 2.5D action RPG game

    - by Phorden
    I want to make a 2.5D action RPG game in the next say five years. I need to learn a language first and I have started with C#. I haven't gotten too far into learning it and I would like advice on the best way to approach making a game like this in the long run. Work with XNA studios or stop and learn C++ and UDK? Or maybe there is another good way to approach this. I want to learn programming, so just using a visual editor without learning to code is not the way I want to go. I also don't want to write my game engine from scratch. I'm all ears for advice.

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Pitch camera around model

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

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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