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  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

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  • Creating several instances of the same object, and selecting only one

    - by hustlerinc
    I'm playing around with making a puzzle game, haven't done that much before I run into my first problem. Basically, I want to create a certain amount of the same object/function. But without hardcoding the different instances. I think maybe an array is a good idea? and then a for loop to push the objects in? And then I need to be able to select one of these objects by clicking on it, how would I do that? How do I know which ball in the array was clicked? A loop again? I made a jsFiddle example (you need to click the orange ball to select, then you can move it around by clicking the canvas). This is what I want to do, but with more balls. How would you solve this? Help appreciated.

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  • Keep Getting Syntax Error C2199?

    - by DARK3ZOOZ
    Here's my problem I'm trying to define something, but keep getting a syntax error Code: #define R_RegisterShader 0x50C8A0 int (*trap_R_RegisterShader)( const char *name, int Arg_1 ) = (int (_cdecl *)(const char *, int ))R_RegisterShader; ^^^^^^^ This last part is where I keep getting the error if you need more lines of codes, just let me know. thanks http://gyazo.com/1a47ebc12cfbd6ea72feb72c686ae84d screenshot of error

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  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

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  • How do I retain previously drawn graphics?

    - by Cromanium
    I've created a simple program that draws lines from a fixed point to a random point each frame. I wanted to keep each line on the screen. However, it always seems to be cleared each time it draws on the spriteBatch even without GraphicsDevice.Clear(color) being called. What seems to be the problem? protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); DrawLine(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } private void DrawLine(SpriteBatch spriteBatch) { Random r = new Random(); Vector2 a = new Vector2(50, 100); Vector2 b = new Vector2(r.Next(0, 640), r.Next(0,480)); Texture2D filler= new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); filler.SetData(new[] { Color.Black }); float length = Vector2.Distance(a, b); float angle = (float)Math.Atan2(b.Y - a.Y, b.X - a.X); spriteBatch.Draw(filler, a, null, Color.Black, angle, Vector2.Zero, new Vector2(length,10.0f), SpriteEffects.None, 0f); } What am I doing wrong?

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  • Can someone explain the (reasons for the) implications of colum vs row major in multiplication/concatenation?

    - by sebf
    I am trying to learn how to construct view and projection matrices, and keep reaching difficulties in my implementation owing to my confusion about the two standards for matrices. I know how to multiply a matrix, and I can see that transposing before multiplication would completely change the result, hence the need to multiply in a different order. What I don't understand though is whats meant by only 'notational convention' - from the articles here and here the authors appear to assert that it makes no difference to how the matrix is stored, or transferred to the GPU, but on the second page that matrix is clearly not equivalent to how it would be laid out in memory for row-major; and if I look at a populated matrix in my program I see the translation components occupying the 4th, 8th and 12th elements. Given that: "post-multiplying with column-major matrices produces the same result as pre-multiplying with row-major matrices. " Why in the following snippet of code: Matrix4 r = t3 * t2 * t1; Matrix4 r2 = t1.Transpose() * t2.Transpose() * t3.Transpose(); Does r != r2 and why does pos3 != pos for: Vector4 pos = wvpM * new Vector4(0f, 15f, 15f, 1); Vector4 pos3 = wvpM.Transpose() * new Vector4(0f, 15f, 15f, 1); Does the multiplication process change depending on whether the matrices are row or column major, or is it just the order (for an equivalent effect?) One thing that isn't helping this become any clearer, is that when provided to DirectX, my column major WVP matrix is used successfully to transform vertices with the HLSL call: mul(vector,matrix) which should result in the vector being treated as row-major, so how can the column major matrix provided by my math library work?

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • How to disguise a serverside mob as another?

    - by Shaun Wild
    I've been working a Minecraft sever mod and i want to be able to add a new entity to the server, but then make the server send the packets to the client, imitating another mob, for example.. Lets say say i have EntityPlayerNPC.class, what i want to do is have all of the packets that get sent to the client look like they are from that of another player which is on the player, therefore allowing me to add custom NPC's... Thinking about the theory i'm sure this can be done. I've tried looking around for where the packets are being sent from and whatnot, can anyone think up a solution? edit: i tried adding a new constructor to the Packet20NamedEntitySpawn class like so: public Packet20NamedEntitySpawn(String username, EntityLiving e){ this.entityId = 0; this.name = username; this.xPosition = MathHelper.floor_double(e.posX * 32.0D); this.yPosition = MathHelper.floor_double(e.posY * 32.0D); this.zPosition = MathHelper.floor_double(e.posZ * 32.0D); this.rotation = (byte)((int)(e.rotationYaw * 256.0F / 360.0F)); this.pitch = (byte)((int)(e.rotationPitch * 256.0F / 360.0F)); this.metadata = e.getDataWatcher(); } unfortunatley, that didn't work :(

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  • What Shading/Rendering techniques are being used in this image?

    - by Rhakiras
    My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): http://alexcpeterson.com/ My specific questions are: How is that sun glare made? How does the planet look "cartoon" like? How does the space around the planet look warped/misted? How does the water look that good? I'm a beginner so any information/keywords on each question would be helpful so I can go off and learn more. Thanks

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  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

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  • win rt game project to android [closed]

    - by Inderjeet
    I have develop game on windows for winrt in visual studio using cocos2d-x,i just want to port it to android in c++ in the guidance of http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html this,but i get error while compilling the code on cygwin that errors are below CYGWIN environment variable option "nodosfilewarning" turns off this warning. Consult the user's guide for more details about POSIX paths: http://cygwin.com/cygwin-ug-net/using.html#using-pathnames ERROR: Your GNUMAKE variable is defined to an invalid name: /usr/bin/make Please fix it to point to a valid make executable (e.g. /usr/bin/make) i have install many times cygwin but did not have get make.exe in folder c:/cygwin/usr/bin how can i overcome from this error Thanks Inderjeet Kumar

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  • How to load chunks of 2d map segments when player reaches a certain point?

    - by 2kan
    In my 2d platformer (made with Java and Slick2d), random maps are made by combining different segments together and displaying them one after the other. My problem is that I can't load too many segments or the game will run out of memory, so I want to load n number of segments at a time in chunks, then load the next chunk when the player comes near the end of one. I've attempted to do this for a couple of hours now, but I just can't get it to work at all. This is my chunk generation function where chunkLoad is the number of segments to load and BLOCK_WIDTH is the number of blocks/tiles each segment is across. Chunk1 and map are arrays of segments. Random r = new Random(); for(int i=0; i<chunkLoad; i++) { int id = r.nextInt(4)+2; chunk1[i] = new BlockMap("res/window/map"+id+".tmx", i*BLOCK_WIDTH); } map = chunk1; chunksLoaded++; The map is then drawn on the screen like this. tmap is a TiledMap object and each block/tile is 16 pixels wide for(int i=0; i<chunkLoad; i++) { map[i].tmap.render((i * BLOCK_WIDTH * 16) + (cameraX), 0); } I can successfully load new chunks, but I can't display them in the correct position, nor the hitboxes. Any suggestions? Thanks.

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • SDL Bullet Movement

    - by Code Assasssin
    I'm currently working on my first space shooter, and I'm in the process of making my ship shoot some bullets/lasers. Unfortunately, I'm having a hard time getting the bullets to fly vertically. I'm a total noob when it comes to this so you might have a hard time understanding my code :/ // Position Bullet Function projectilex = x + 17; projectiley = y + -20; if(keystates[SDLK_SPACE]) { alive = true; } And here's my show function if(alive) { if(frame == 2) { frame = 0; } apply_surface(projectilex,projectiley,ShootStuff,screen,&lazers[frame]); frame++; projectiley + 1; } I'm trying to get the bullet to fly vertically... and I have no clue how to do that. I've tried messing with the y coordinate but that makes things worse. The laser/bullet just follows the ship :( How would I get it to fire at the starting position and keep going in a vertical line without it following the ship? int main( int argc, char* args[] ) { Player p; Timer fps; bool quit = false; if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } clip[ 0 ].x = 0; clip[ 0 ].y = 0; clip[ 0 ].w = 30; clip[ 0 ].h = 36; clip[ 1 ].x = 31; clip[ 1 ].y = 0; clip[ 1 ].w = 39; clip[ 1 ].h = 36; clip[ 2 ].x = 71; clip[ 2 ].y = 0; clip[ 2 ].w = 29; clip[ 2 ].h = 36; lazers [ 0 ].x = 0; lazers [ 0 ].y = 0; lazers [ 0 ].w = 3; lazers [ 0 ].h = 9; lazers [ 1 ].x = 5; lazers [ 1 ].y = 0; lazers [ 1 ].w = 3; lazers [ 1 ].h = 7; while( quit == false ) { fps.start(); //While there's an event to handle while( SDL_PollEvent( &event ) ) { p.handle_input(); //If a key was pressed //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Scroll background bgX -= 8; //If the background has gone too far if( bgX <= -GameBackground->w ) { //Reset the offset bgX = 0; } p.move(); apply_surface( bgX, bgY,GameBackground, screen ); apply_surface( bgX + GameBackground->w, bgY, GameBackground, screen ); apply_surface(0,0, FullHealthBar,screen); p.shoot(); p.show(); //Apply the message //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_Flip(GameBackground); if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; }

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • 3D models overlapping each other

    - by Auren
    I have a problem at the moment when I draw some models to teach me more about 3D game programming. The models at the moment overlaps each other from some angles witch makes sense since the game at the moment draws from left to right, line after line. However my question is: Is there any easy escape from this issue or is there any way that you could draw the in-game world from the players position? I would really appreciate if someone could give me some answers on this.

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • Hit Detection When rotating the camera

    - by SD1990
    This bug/feature has been plaguing me for a while and i want to know the best way to fix it. I'm testing simple hit detection with a wall, like: if (Forward button) if(Inv.w.z < -49 || Inv.w.z > 49) pos.z = 0.0f; else if(Inv.w.x < -49 || Inv.w.x > 49) pos.z = 0.0f; else pos.z = +1.0f; where Inv.w. is the camera positions. Now obviously when i now hit that certain point i can no longer move away from the wall or anywhere in fact. How can i change this code to allow for the camera to be turned away from the wall so therefore i should be allowed to move? for example, the player hits the wall and i cant move until i turn around or to the side? I know its something to do with velocity but im pretty new to this so please bare with me if this is easy.

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  • Java graphic objects as in flashgames

    - by Ryu Kajiya
    How is it possible (with the standard Java2D engine) to use small sprites like graphic objects? For those who don't know what I mean, in all those Flash-games like on Facebook they put small sprites on the screen which react to mouse-over and clicks. I tried to do the same in Java but can't find a good method. Swing components always spread over the whole bitmap, but I only want to get a reaction from the object when the mouse is over a pixel that's not transparent. So basically checking every time if the object below the mouse contains a non-transparent pixel (which i believe could be pretty intense in a gameloop or repaint loop). I have no idea how to implement such a thing efficiently.

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