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  • Unexpected results for projection on to plane

    - by ravenspoint
    I want to use this projection matrix: GLfloat shadow[] = { -1,0,0,0, 1,0,-1,1, 0,0,-1,0, 0,0,0,-1 }; It should cast object shadows onto the y = 0 plane from a point light at 1,1,-1. I create a rectangle in the x = 0.5 plane glBegin( GL_QUADS ); glVertex3f( 0.5,0.2,-0.5); glVertex3f( 0.5,0.2,-1.5); glVertex3f( 0.5,0.5,-1.5); glVertex3f( 0.5,0.5,-0.5); glEnd(); Now if I manually multiply these vertices with the matrix, I get. glBegin( GL_QUADS ); glVertex3f( 0.375,0,-0.375); glVertex3f( 0.375,0,-1.625); glVertex3f( 0,0,-2); glVertex3f( 0,0,0); glEnd(); Which produces a reasonable display ( camera at 0,5,0 looking down y axis ) So rather than do the calculation manually, I should be able to use the opengl model transormation. I write this code: glMatrixMode (GL_MODELVIEW); GLfloat shadow[] = { -1,0,0,0, 1,0,-1,1, 0,0,-1,0, 0,0,0,-1 }; glLoadMatrixf( shadow ); glBegin( GL_QUADS ); glVertex3f( 0.5,0.2,-0.5); glVertex3f( 0.5,0.2,-1.5); glVertex3f( 0.5,0.5,-1.5); glVertex3f( 0.5,0.5,-0.5); glEnd(); But this produces a blank screen! What am I doing wrong? Is there some debug mode where I can print out the transformed vertices, so I can see where they are ending up? Note: People have suggested that using glMultMatrixf() might make a difference. It doesn't. Replacing glLoadMatrixf( shadow ); with glLoadIdentity(); glMultMatrixf( shadow ); gives the identical result ( of course! )

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • Direct2D Transform

    - by James
    I have a beginner question about Direct2D transforms. I have a 20 x 10 bitmap that I would like to draw in different orientations. To start, I would like to draw it vertically with a destination rectangle of say: (left, top, right, bottom) (300, 300, 310, 320) The bitmap is wider than it is tall (20 x 10), but when I draw it vertically, it will be appear taller than it is wide (10 x 20). I know that I can use a rotation matrix like so: m_pRenderTarget->SetTransform( D2D1::Matrix3x2F::Rotation( 90.0f, D2D1::Point2F(<center of shape>)) ); But when I use this method to rotate my shape, the destination rectangle is still wider than it is tall. Maybe it would look something like this: (left, top, right, bottom) (280, 290, 300, 300) The destination rectangle is 20 x 10 but the bitmap appears on the screen as 10 x 20. I can't look at the destination rectangle in the debugger and compare it to: (left, top, right, bottom) (300, 300, 310, 320) Is there any simple way to say "I want to rotate it so that the image is rendered to exactly this destination rectangle after the rotation?" In this case, I would like to say "Please rotate the bitmap so that it appears on the screen at this location:" (left, top, right, bottom) (300, 300, 310, 320) If I can't do that, is there any way to find out the 10 x 20 destination rectangle where the bitmap is actually being rendered to the screen?

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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Lwjgl or opengl double pixels

    - by Philippe Paré
    I'm working in java with LWJGL and trying to double all my pixels. I'm trying to draw in an area of 800x450 and then stretch all the frame image to the complete 1600x900 pixels without them getting blured. I can't figure out how to do that in java, everything I find is in c++... A hint would be great! Thanks a lot. EDIT : I've tried drawing to a texture created in opengl by setting it to the framebuffer, but I can't find a way to use glGenTextures() in java... so this is not working... also I though about using a shader but I would not be able to draw only in the smaller region...

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  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • Breakout... Getting the ball reflection X angle when htitting paddle / bricks

    - by Steven Wilson
    Im currently creating a breakout clone for my first ever C# / XNA game. Currently Ive had little trouble creating the paddle object, ball object, and all the bricks. The issue im currently having is getting the ball to bounce off of the paddle and bricks correctly based off of where the ball touches the object. This is my forumala thus far: if (paddleLocation.Intersects(ballLocation)) { position.Y = paddleLocation.Y - texture.Height; motion.Y *= -1; // determine X motion.X = 1 - 2 * (ballLocation.X - paddleLocation.X) / (paddleLocation.Width / 2); } The problem is, the ball goes the opposite direction then its supposed to. When the ball hits the left side of the paddle, instead of bouncing back to the left, it bounces right, and vise versa. Does anyone know what the math equation is to fix this?

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • What is a good way to measure game virality?

    - by Chris Garrett
    I have added some social features to an iPhone game (Lexitect if you're curious), such as email, Twitter, and Facebook integration for sharing high scores. Along with these features, I am measuring how many times users make it to each step. The goal of these features are to make the game more viral, and I am trying to get to a measure of game virality. I would think that a game virality metric would produce a number based on 1.0, where 1.0 = zero viral growth, and 1.01 would represent 1% viral growth over some unit of time. How is virality normally measured, and in what units? How is time capped on the metric? i.e. if I gave each player a year to determine how many recommendations they make, I wouldn't get any real numbers for a year from the time I start tracking it. Are there any standards for tracking virality in a meaningful way?

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  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • Interactive Fiction engine and Tech Support - has anyone done this? [on hold]

    - by Larry G. Wapnitsky
    I've always been a big fan of Interactive Fiction and have been wanting to try my hand at it for a while. I have a need to create a decision tree for my tech support group (L1-L3) and feel as though presenting a decision tree in the form of an IF game would be rather interesting and helpful. I plan on using Inform7, but am curious if anyone has done anything like this in the past. If so, can you present examples, links to examples, opinions? Thanks, Larry

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