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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • Does SFML render graphics outside the window?

    - by ThePlan
    While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized enough to know when it doesn't have to render those things. Let's say I draw a 30x30 squared maps (A medium one) but the player only sees a bunch of them, not entirely. Would SFML automatically hide what the player doesn't see, or should I hide it myself?

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Beginner C# image loading woes - NullReferenceException

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load<Texture2D>("Cracked"); player1.playerBlock = Content.Load<Texture2D>("square"); player2.playerBlock = Content.Load<Texture2D>("square2"); }

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  • How do I set an event off when player is on certain tile?

    - by Tom Burman
    Here is the code I use to create and print my map to the canvas: var board = []; function loadMap(map) { if (map == 1) { return [ [2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,3,0,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,3,0,0,2], [2,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,3,3,0,0,0,0,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,3,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,3,3,3,3,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,0,0,3,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,0,0,0,0,0,0,0,0,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,3,3,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2], [2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2] ]; } } board = loadMap(1); enterfor (y = 0; y <= viewHeight; y++) { for (x = 0; x <= viewWidth; x++) { var theX = x * 32; var theY = y * 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]], theX, theY, 32, 32); } } And here is the code I use for player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) playerX--; break; case 38: // Up if (playerY > 0) playerY--; break; case 39: // Right if (playerX < worldWidth) playerX++; break; case 40: // Down if (playerY < worldHeight) playerY++; break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); What I am looking for is a method for when the player lands on tile 3 he loses health. I have tried to use this in the player movement but it doesnt seem to work e.g the left movement: case 37: // Left if (playerX > 0) playerX--; if(board[x2 - 1] == 3) { health--; playerX--; }

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • SFML 2.0 Too Many Variables in Class Preventing Draw To Screen

    - by Josh
    This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be easier understood showing the code and output. Code for good draw output: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; //int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: Code for missing draw: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: As you can see, all I do is un-comment the protected array and most of the pegs are gone from the right hand side. I have checked and made sure that I didn't accidentally created a variable with that name already. I haven't used it anywhere. Why does it not draw the remaining pegs as it should? My only thought is that maybe I am declaring too many variables for the class, but that doesn't really make sense to me. Any thoughts and help is greatly appreciated.

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  • Generating triangles from a square grid

    - by vivi
    I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square diagonally into 2 triangles, however the split diagonal can clearly be seen, especially from the top : [Sorry, as a new user I can't post images, please see here : imgur] Is there a recommended way to generate triangles to remove/reduce this effect ?

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • Simple 3D Physics engine as a part of graduation project [on hold]

    - by Eugene Kolesnikov
    I am working on my graduation project and one part of it is to simulate the motion of a rigid body in 3D space. I can use either already written physics engine or to write it myself. It's quite an interesting challenge for me, so I would like to do it myself. I am able to use either C++ or Java for programming (prefer C++). I am using Mac OS X and Debian 7. Could you suggest any guides or tutorials how to do it, can't find it anywhere... More precisely, I need a very simple engine, without collision detection, and many other things that I do not know, I just need to calculate the forces and move my body, depending on the resultant force. If you think that this task is still very difficult or there is no such tutorial, please suggest me some good and simple engine.

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • cocos2d event handler not fired when reentering scene

    - by Adam Freund
    I am encountering a very strange problem with my cocos2d app. I add a sprite to the page and have an event handler linked to it which replaces the scene with another scene. On that page I have another button to take me back to the original scene. When I am back on the original scene, the eventHandler doesn't get fired when I click on the sprite. Below is the relevant code. Thanks for any help! CCMenuItemImage *backBtnImg = [CCMenuItemImage itemWithNormalImage:@"btn_back.png" selectedImage:@"btn_back_pressed.png" target:self selector:@selector(backButtonTapped:)]; backBtnImg.position = ccp(45, 286); CCMenu *backBtn = [CCMenu menuWithItems:backBtnImg, nil]; backBtn.position = CGPointZero; [self addChild:backBtn]; EventHandler method (doesn't get called when the scene is re-entered). (void)backButtonTapped:(id)sender { NSLog(@"backButtonTapped\n"); CCMenuItemImage *backButton = (CCMenuItemImage *)sender; [backButton setNormalImage:[CCSprite spriteWithFile:@"btn_back_pressed.png"]]; [[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:.25 scene:[MenuView scene] withColor:ccBLACK]]; }

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • tic tac toe game ai as3

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in actionscript3 and am trying to understand the ideas behind the ai used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated

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  • How to make it so units don't stack up in one location?

    - by Daggio
    So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so good, I have the A* pathfinding algorithm all sorted out and the minion units move to the desired location as I want them to be. The problem a rise when a unit stops in a node that has already occupied by another friendly unit. Both (or more than two) of them stacks up in one location, it looks like they're one unit. I want to add collision detection so when they collide they don't stack up together. But now they stop when they collide on they way to a node. This isn't good because they won't move at all midway (they won't respond to enemy attacks like that). I've added a deltatime so they only stopped for 2 seconds before they move again to their designated designation. This moves them again but they flicker. Not how I want it. So, like the title said. How to make more than one units don't stack up in a node? And if possible, how to make them not flicker while moving (it's good if they can tell other friendly units on the way and avoid them accordingly)?

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • std::vector::size with glDrawElements crashes?

    - by NoobScratcher
    ( win32 / OpenGL 3.3 / GLSL 330 ) I decided after a long time of trying to do a graphical user interface using just opengl graphics to go back to a gui toolkit and so in the process have had to port alot of my code to win32. But I have a problem with my glDrawElement function. my program compiles and runs fine until it gets to glDrawElements then crashes.. which is rather annoying right. so I was trying to figure out why and I found out its std::vector::size member not returning the correct amount of faces in the unsigned interger vector eg, "vector<unsigned int>faces; " so when I use cout << faces.size() << endl; I got 68 elements???? instead of 24 as you can see here in this .obj file: # Blender v2.61 (sub 0) OBJ File: '' # www.blender.org v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 v -1.000000 -1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v 1.000000 1.000000 -0.999999 v 0.999999 1.000000 1.000001 v -1.000000 1.000000 1.000000 v -1.000000 1.000000 -1.000000 s off f 1 2 3 4 f 5 8 7 6 f 1 5 6 2 f 2 6 7 3 <--- 24 Faces not 68? f 3 7 8 4 f 5 1 4 8 I'm using a parser I created to get the faces/vertexes in my .obj file: char modelbuffer [20000]; int MAX_BUFF = 20000; unsigned int face[3]; FILE * pfile; pfile = fopen(szFileName, "rw"); while(fgets(modelbuffer, MAX_BUFF, pfile) != NULL) { if('v') { Point p; sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << " p.x = " << p.x << " p.y = " << p.y << " p.z = " << p.x << endl; } if('f') { sscanf(modelbuffer, "f %d %d %d %d", &face[0], &face[1], &face[2], &face[3]); cout << "face[0] = " << face[0] << " face[1] = " << face[1] << " face[2] = " << face[2] << " face[3] = " << face[3] << "\n"; faces.push_back(face[0] - 1); faces.push_back(face[1] - 1); faces.push_back(face[2] - 1); faces.push_back(face[3] - 1); cout << face[0] - 1 << face[1] - 1 << face[2] - 1 << face[3] - 1 << endl; } } using this struct to store the x,y,z positions also this vector was used with Point: vector<Point>points; struct Point { float x, y, z; }; If someone could tell me why its not working and how to fix it that would be awesome I also provide a pastebin to the full source code if you want a closer look. http://pastebin.com/gznYLVw7

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • GUI for DirectX

    - by DeadMG
    I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would rather not write (and debug) myself, and their need to keep a C-compatible API is definitely a big downside. I'd rather look at UI libs that are designed to be integrated into an existing DirectX-based system, rather than forming the basis of a system. Any recommendations?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Java: Reflection Packet Builder using getField()

    - by Matchlighter
    So I just finished writing a packet builder that dynamically loads data into a data stream which is then sent out. Each builder operates by finding fields in its class (and its superclasses) that are marked with an @data annotation. Upon finishing the builder, I remembered that getFields() does not return in "any specific order". I quite like my builder because it allows for quite simple, yet hard-typed packets. Could this implementation be a problem? What would be the best next step to keep the simplicity - do alphabetical sorting of fields?

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