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  • Raycasting tutorial / vector math question

    - by mattboy
    I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question. In the DDA algorithm I'm having trouble understanding the calcuation of the deltaDistX and deltaDistY variables, which are the distances that the ray has to travel from 1 x-side to the next x-side, or from 1 y-side to the next y-side, in the square grid that makes up the world map (see below screenshot). In the tutorial they are calculated as follows, but without much explanation: //length of ray from one x or y-side to next x or y-side double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); rayDirY and rayDirX are the direction of a ray that has been cast. How do you get these formulas? It looks like pythagorean theorem is part of it, but somehow there's division involved here. Can anyone clue me in as to what mathematical knowledge I'm missing here, or "prove" the formula by showing how it's derived?

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • A list of game mechanics

    - by Iain
    I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like running, jumping climbing ladders, etc Does any one have any suggestions or can point me to good existing lists? My WIP list is already proving to be quite useful to me in the way I think about games.

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • Modular Open MMO RPG

    - by Chris Valentine
    Has there been an MMORPG type attempt at some kind of open universe where you could host a server on your own if you wish and it would merely be added to the collective of possible places to travel within the MMO? Two types come to mind, a DnD Neverwinter Nights type place or something like EVE online. Where there is a "universe" and each hosted space is a planet or solar system or galaxy and players can travel between them using the same characters/ships/portal system and each new server is than just a new adventure or place to go. I would also assume there were dedicated/replicated servers that housed the characters/inventory themselves so that the environment was decentralized and always expandable. Not sure thats clear but has there been any such attempts or WIP? thanks

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  • How To Approach 360 Degree Snake

    - by Austin Brunkhorst
    I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I try to make a version of it that allows 360 degree rotation using left and right arrows, I've come into sort of a problem. What i'm doing now stems from the 90 degree version: Iterating through each snake body part beginning at the tail, and ending right before the head. This works great when moving every 100 milliseconds. The problem with this is that it makes for a choppy style of gameplay as technically the game progresses at only 6 fps rather than it's potential 60. I would like to move the snake every game loop. But unfortunately because the snake moves at the rate of it's head's size it goes way too fast. This would mean that the head would need to move at a much smaller increment such as (2, 2) in it's direction rather than what I have now (32, 32). Because I've been working on this game off and on for a couple of weeks while managing school I think that I've been thinking too hard on how to accomplish this. It's probably a simple solution, i'm just not catching it. Here's some pseudo code for what I've tried based off of what makes sense to me. I can't really think of another way to do it. for(int i = SnakeLength - 1; i > 0; i--){ current = SnakePart[i], next = SnakePart[i - 1]; current.x = next.x - (current.width * cos(next.angle)); current.y = next.y - (current.height * sin(next.angle)); current.angle = next.angle; } SnakeHead.x += cos(SnakeAngle) * SnakeSpeed; SnakeHead.y += sin(SnakeAngle) * SnakeSpeed; This produces something like this: Code in Action. As you can see each part always stays behind the head and doesn't make a "Trail" effect. A perfect example of what i'm going for can be found here: Data Worm. Not the viewport rotation but the trailing effect of the triangles. Thanks for any help!

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • Converting 2D coordinates from multiple viewpoints into 3D coordinates

    - by Kirk Smith
    Here's the situation. I've got a set of 2D coordinates that specify a point on an image. These 2D coordinates relate to an event that happened in a 3D space (video game). I have 5 images with the same event point on it, so I have 5 sets of 2D coordinates for a single 3D coordinate. I've tried everything I can think to translate these 2D coordinates into 3D coordinates, but the math just escapes me. I have a good estimate of the coordinates from which each image was taken, they're not perfect but they're close. I tried simplifying this and opening up Cinema 4D, a 3D modeling application. I placed 5 cameras at the coordinates where the pictures were taken and lined up the pictures with the event points for each one and tried to find a link, but nothing was forthcoming. I know it's a math question, but like I said, I just can't get it. I took physics in high school 6 years ago, but we didn't deal with a whole lot of this sort of thing. Any help will be very much appreciated, I've been thinking on it for quite a while and I just can't come up with anything.

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  • Technical differences between square and hexagon for a grid?

    - by Marlon Dias
    I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares or Hexagons, what I want know is: What are the issues for programming each type of grid regarding implementation and performance? Is there a tradeoff or specific benefit for using one of them in a game context?

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  • How do you create a .XNB Font file for use with CocosSharp?

    - by Chris Pietschmann
    I know the .XNB file format is an XNA thing and that CocosSharp inherits this from its MonoGame roots. However there doesn't seem to be any information on how to create your own .XNB fonts to use with CocosSharp. I've tried searching but can find any information. Could someone explain it here or point me to a tutorial on how to create .XNB font file for use with CocosSharp? A site to download already compiled .XNB Fonts would also be acceptable. Update: Another thing that makes this tricky is that I guess XNA Game Studio could be used, but it's not compatible with Windows 8.1; which is what I currently use for my dev machine...

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  • How to move a sprite on a slope in chipmunk Spacemanager

    - by Anil gupta
    I have used one polygon shape image (terrain) in my game. It's just like a mountain, and now I want to move the tanker on a mountain path from one side to the other and then turn around at the edge of the screen and go back. I don't understand the method to move the tanker on the slope (image) path in chipmunk spacemanager. When collision detection happens like that, if any bomb falls on the slope (image of mountain) then I want to do a little damage to the slope (image of mountain) like this video.

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  • blurry image rendered

    - by Jason
    I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the images rendered this way are clear but others appear blurry. I did some research and followed a tutorial to make my application "DPI Aware" but it didn't help. What could cause the rendered image to appear blurry? Has anyone experienced this issue before? What can I do about this?

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  • Custom Content Pipeline with Automatic Serialization Load Error

    - by Direweasel
    I'm running into this error: Error loading "desert". Cannot find type TiledLib.MapContent, TiledLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.InstantiateTypeReader(String readerTypeName, ContentReader contentReader, ContentTypeReader& reader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(String readerTypeName, ContentReader contentReader, List1& newTypeReaders) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 When trying to run the game. This is a basic demo to try and utilize a separate project library called TiledLib. I have four projects overall: TiledLib (C# Class Library) TiledTest (Windows Game) TiledTestContent (Content) TMX CP Ext (Content Pipeline Extension Library) TiledLib contains MapContent which is throwing the error, however I believe this may just be a generic error with a deeper root problem. EMX CP Ext contains one file: MapProcessor.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using Microsoft.Xna.Framework.Content; using TiledLib; namespace TMX_CP_Ext { // Each tile has a texture, source rect, and sprite effects. [ContentSerializerRuntimeType("TiledTest.Tile, TiledTest")] public class DemoMapTileContent { public ExternalReference<Texture2DContent> Texture; public Rectangle SourceRectangle; public SpriteEffects SpriteEffects; } // For each layer, we store the size of the layer and the tiles. [ContentSerializerRuntimeType("TiledTest.Layer, TiledTest")] public class DemoMapLayerContent { public int Width; public int Height; public DemoMapTileContent[] Tiles; } // For the map itself, we just store the size, tile size, and a list of layers. [ContentSerializerRuntimeType("TiledTest.Map, TiledTest")] public class DemoMapContent { public int TileWidth; public int TileHeight; public List<DemoMapLayerContent> Layers = new List<DemoMapLayerContent>(); } [ContentProcessor(DisplayName = "TMX Processor - TiledLib")] public class MapProcessor : ContentProcessor<MapContent, DemoMapContent> { public override DemoMapContent Process(MapContent input, ContentProcessorContext context) { // build the textures TiledHelpers.BuildTileSetTextures(input, context); // generate source rectangles TiledHelpers.GenerateTileSourceRectangles(input); // now build our output, first by just copying over some data DemoMapContent output = new DemoMapContent { TileWidth = input.TileWidth, TileHeight = input.TileHeight }; // iterate all the layers of the input foreach (LayerContent layer in input.Layers) { // we only care about tile layers in our demo TileLayerContent tlc = layer as TileLayerContent; if (tlc != null) { // create the new layer DemoMapLayerContent outLayer = new DemoMapLayerContent { Width = tlc.Width, Height = tlc.Height, }; // we need to build up our tile list now outLayer.Tiles = new DemoMapTileContent[tlc.Data.Length]; for (int i = 0; i < tlc.Data.Length; i++) { // get the ID of the tile uint tileID = tlc.Data[i]; // use that to get the actual index as well as the SpriteEffects int tileIndex; SpriteEffects spriteEffects; TiledHelpers.DecodeTileID(tileID, out tileIndex, out spriteEffects); // figure out which tile set has this tile index in it and grab // the texture reference and source rectangle. ExternalReference<Texture2DContent> textureContent = null; Rectangle sourceRect = new Rectangle(); // iterate all the tile sets foreach (var tileSet in input.TileSets) { // if our tile index is in this set if (tileIndex - tileSet.FirstId < tileSet.Tiles.Count) { // store the texture content and source rectangle textureContent = tileSet.Texture; sourceRect = tileSet.Tiles[(int)(tileIndex - tileSet.FirstId)].Source; // and break out of the foreach loop break; } } // now insert the tile into our output outLayer.Tiles[i] = new DemoMapTileContent { Texture = textureContent, SourceRectangle = sourceRect, SpriteEffects = spriteEffects }; } // add the layer to our output output.Layers.Add(outLayer); } } // return the output object. because we have ContentSerializerRuntimeType attributes on our // objects, we don't need a ContentTypeWriter and can just use the automatic serialization. return output; } } } TiledLib contains a large amount of files including MapContent.cs using System; using System.Collections.Generic; using System.Globalization; using System.Xml; using Microsoft.Xna.Framework.Content.Pipeline; namespace TiledLib { public enum Orientation : byte { Orthogonal, Isometric, } public class MapContent { public string Filename; public string Directory; public string Version = string.Empty; public Orientation Orientation; public int Width; public int Height; public int TileWidth; public int TileHeight; public PropertyCollection Properties = new PropertyCollection(); public List<TileSetContent> TileSets = new List<TileSetContent>(); public List<LayerContent> Layers = new List<LayerContent>(); public MapContent(XmlDocument document, ContentImporterContext context) { XmlNode mapNode = document["map"]; Version = mapNode.Attributes["version"].Value; Orientation = (Orientation)Enum.Parse(typeof(Orientation), mapNode.Attributes["orientation"].Value, true); Width = int.Parse(mapNode.Attributes["width"].Value, CultureInfo.InvariantCulture); Height = int.Parse(mapNode.Attributes["height"].Value, CultureInfo.InvariantCulture); TileWidth = int.Parse(mapNode.Attributes["tilewidth"].Value, CultureInfo.InvariantCulture); TileHeight = int.Parse(mapNode.Attributes["tileheight"].Value, CultureInfo.InvariantCulture); XmlNode propertiesNode = document.SelectSingleNode("map/properties"); if (propertiesNode != null) { Properties = new PropertyCollection(propertiesNode, context); } foreach (XmlNode tileSet in document.SelectNodes("map/tileset")) { if (tileSet.Attributes["source"] != null) { TileSets.Add(new ExternalTileSetContent(tileSet, context)); } else { TileSets.Add(new TileSetContent(tileSet, context)); } } foreach (XmlNode layerNode in document.SelectNodes("map/layer|map/objectgroup")) { LayerContent layerContent; if (layerNode.Name == "layer") { layerContent = new TileLayerContent(layerNode, context); } else if (layerNode.Name == "objectgroup") { layerContent = new MapObjectLayerContent(layerNode, context); } else { throw new Exception("Unknown layer name: " + layerNode.Name); } // Layer names need to be unique for our lookup system, but Tiled // doesn't require unique names. string layerName = layerContent.Name; int duplicateCount = 2; // if a layer already has the same name... if (Layers.Find(l => l.Name == layerName) != null) { // figure out a layer name that does work do { layerName = string.Format("{0}{1}", layerContent.Name, duplicateCount); duplicateCount++; } while (Layers.Find(l => l.Name == layerName) != null); // log a warning for the user to see context.Logger.LogWarning(string.Empty, new ContentIdentity(), "Renaming layer \"{1}\" to \"{2}\" to make a unique name.", layerContent.Type, layerContent.Name, layerName); // save that name layerContent.Name = layerName; } Layers.Add(layerContent); } } } } I'm lost as to why this is failing. Thoughts? -- EDIT -- After playing with it a bit, I would think it has something to do with referencing the projects. I'm already referencing the TiledLib within my main windows project (TiledTest). However, this doesn't seem to make a difference. I can place the dll generated from the TiledLib project into the debug folder of TiledTest, and this causes it to generate a different error: Error loading "desert". Cannot find ContentTypeReader for Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1[Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent]. at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(Type targetType) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper..ctor(ContentTypeReaderManager manager, FieldInfo fieldInfo, PropertyInfo propertyInfo, Type memberType, Boolean canWrite) at Microsoft.Xna.Framework.Content.ReflectiveReaderMemberHelper.TryCreate(ContentTypeReaderManager manager, Type declaringType, FieldInfo fieldInfo) at Microsoft.Xna.Framework.Content.ReflectiveReader1.Initialize(ContentTypeReaderManager manager) at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader) at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader() at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action1 recordDisposableObject) at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) at TiledTest.Game1.LoadContent() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 51 at Microsoft.Xna.Framework.Game.Initialize() at TiledTest.Game1.Initialize() in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Game1.cs:line 39 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at TiledTest.Program.Main(String[] args) in C:\My Documents\Dropbox\Visual Studio Projects\TiledTest\TiledTest\TiledTest\Program.cs:line 15 This is all incredibly frustrating as the demo doesn't appear to have any special linking properties. The TiledLib I am utilizing is from Nick Gravelyn, and can be found here: https://bitbucket.org/nickgravelyn/tiledlib. The demo it comes with works fine, and yet in recreating I always run into this error.

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Algorithm for spreading labels in a visually appealing and intuitive way

    - by mac
    Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I suggest viable? How would you implement this yourself? Extended version In the game I'm writing I have a bird-eye vision of my airborne vehicles. I also have next to each of the vehicles a small label with key-data about the vehicle. This is an actual screenshot: Now, since the vehicles could be flying at different altitudes, their icons could overlap. However I would like to never have their labels overlapping (or a label from vehicle 'A' overlap the icon of vehicle 'B'). Currently, I can detect collisions between sprites and I simply push away the offending label in a direction opposite to the otherwise-overlapped sprite. This works in most situations, but when the airspace get crowded, the label can get pushed very far away from its vehicle, even if there was an alternate "smarter" alternative. For example I get: B - label A -----------label C - label where it would be better (= label closer to the vehicle) to get: B - label label - A C - label EDIT: It also has to be considered that beside the overlapping vehicles case, there might be other configurations in which vehicles'labels could overlap (the ASCII-art examples show for example three very close vehicles in which the label of A would overlap the icon of B and C). I have two ideas on how to improve the present situation, but before spending time implementing them, I thought to turn to the community for advice (after all it seems like a "common enough problem" that a design pattern for it could exist). For what it's worth, here's the two ideas I was thinking to: Slot-isation of label space In this scenario I would divide all the screen into "slots" for the labels. Then, each vehicle would always have its label placed in the closest empty one (empty = no other sprites at that location. Spiralling search From the location of the vehicle on the screen, I would try to place the label at increasing angles and then at increasing radiuses, until a non-overlapping location is found. Something down the line of: try 0°, 10px try 10°, 10px try 20°, 10px ... try 350°, 10px try 0°, 20px try 10°, 20px ...

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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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  • Game Engine which can provide 360 degree projection for PC

    - by Never Quit
    I'm searching Game engine which can provide 360 degree real-time projection. I've already achieved this by using VBS2 Game Engine. (Ref.: http://products.bisimulations.com/products/vbs2/vbs2-multi-channel). But I'm not satisfied with its graphics. So I'm looking for some other Game Engine which can do the same and provide me more better graphics and user experience. Like Frostbite2 or Unreal Engine 3. Like this image I want full 360 degree view. Is there any Game Engine which can provide 360 degree projection for PC? Thanks in advance...

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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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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  • 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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  • HTML Javascript Hidden Object or Photo Hunt Game

    - by PeteT
    Is anyone aware of any example photo hunt/hidden object games either in HTML and Javascript or flash if necessary? I am having trouble finding one, I may be using the wrong words to search. Photo hunt being like the wheres wally/waldo books where you look for wally in a complex image until you find him. So if it were played on screen you would press the location of wally and it would either be correct or wrong, possibly timed. I am hoping to find one where you can just load in your own photos and specify some co-ordinates that match where the hidden object is. A spot the difference example may be useful as a starting point but I haven't found an example of either that is web based yet.

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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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  • 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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