Search Results

Search found 25496 results on 1020 pages for 'monotouch development'.

Page 561/1020 | < Previous Page | 557 558 559 560 561 562 563 564 565 566 567 568  | Next Page >

  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

    Read the article

  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

    Read the article

  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

    Read the article

  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

    Read the article

  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

    Read the article

  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

    Read the article

  • Collisions and Lists

    - by user50635
    I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * seconds_passed * velocity * speed. Input changes velocity and is normalized if 1. This method works well with just one object comparison, however I pass a list or a for loop to the collision detector and velocity gets changed back to a non zero when the list hits an object that passes the test and the object can pass through. Any solutions would be much appreciated. Side note is there a more proper way to simulate movement?

    Read the article

  • What do you use to create sprite graphics? [closed]

    - by SimpleRookie
    Possible Duplicate: What tools do you use for 2D art/sprite creation? What do you folks suggest for creating sprite graphics and sprite sheets? I fiddle with pixelformer and tilestudio. Pixelfromer has a kicken interface, it is quick and easy to make graphics, but a bit cumbersom if you want to make a spritemap. Tile Studio is a interesting mix or tiles and maps, but it is a bit buggy and basic. The Adobe series, just don't really seem to handle tiny graphics well. (there is a previous posting of this question existing, but it is a year old and I was hoping for further/updated input from the community)

    Read the article

  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

    Read the article

  • System Requirement Checking

    - by gl3829
    I am working on a game and want to strengthen its requirement checking to ensure that it can run successfully. Therefore, I am looking for information on what is useful to check before starting the game. As a simple example, Why check for a specific amount of memory? Should I as a game developer ensure a minimum amount of memory? I feel this information is usually skipped in many books and resources but is critical to be able to deliver a game that will run on many machines. I would appreciate if you answered with what you check in the system, why you check it and if you have a good resource about it, please include. Just to be a bit more specific, I'm developing in Windows.

    Read the article

  • How to draw a texture to a MS Terrain object - Farseer

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies? I appreciate any help you can give. Thanks.

    Read the article

  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

    Read the article

  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

    Read the article

  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

    Read the article

  • Farseer Physics Samples and Krypton how to reference game

    - by Krell
    I'm sure this is totally simple and yes I am new at this. I am trying to set up Krypton inside farseer. 1. create a new Krypton engine in my sub screen aka AdvancedDemo1 : PhysicsGameScreen, IDemoScreen Via this.krypton = new KryptonEngine(this, "KryptonEffect"); The problem is the KryptonEngine(this wants reference to Game game, I cant seem to reference it from FarseerPhysicsGame : Game So how would I do that? or 2. I can put it directly in FarsserPhysicsGame but again I cant seem to figure out how to reference FarseerPhysicsGame in AdvancedDemo1. or 3. I can put it inside the public FarseerPhysicsGame() and do Componenets.Add(krypton) [which works] HOWEVER I cant figure out how to reference the compoenet once it is added. You should be able to stop reading here , but for more detail I simply took the Farseer XNA Samples went into FarseerPhysicsGame.cs and deleted all the screens and menus except AdvancedDemo1 so there is one option and I just click that to load into the advancedDemo1 and thats where I want to put the lights from krypton. Thanks. Edit: Figured out 1 solution though I am still curious about others. Solution 1 I was able to use ScreenManager.Game(not sure why it was there but Ill try to figure it out later)

    Read the article

  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

    Read the article

  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

    Read the article

  • How do I connect the seams between my terrain?

    - by gnomgrol
    I'm using c++ and D3D11 and I'm trying to create a (pretty) large terrain, lets say 4096x4096, maybe larger. I've got the basics of terrain creation and already split it up into chunks. But, when I'm rendering them (every chunk has its own vertex and index buffer, as well as its own heightmap), there are still little pieces missing between them. I read a lot about LOD(Level Of Detail) and GMM(Geometry Mipmap), but I can't really implement the theory I read. At the moment, it looks like this: I could really use some help, everything is welcome. If you have some good tutorials on any of this, please share them.

    Read the article

  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

    Read the article

  • Is it safe to run multiple XNA ContentManager instances on multiple threads?

    - by Boinst
    My XNA project currently uses one ContentManager instance, and one dedicated background thread for loading all content. I wonder, would it be safe to have multiple ContentManager instances, each in it's own dedicated thread, loading different content at the same time? I'm prompted to ask this question because this article makes the following statement: If there are two textures created at the same time on different threads, they will clobber the other and you will end up with some garbage in the textures. I think that what the author is saying here, is that if I access one ContentManager simultaneously on two threads, I'll get garbage. But what if I have separate ContentManager instances for each thread? If no-one knows the answer already from experience, I'll go ahead and try it and see what happens.

    Read the article

  • Game 30% done on HTML5. Maybe it was a bad idea. Should I change to Unity3d? [on hold]

    - by Dokkat
    I'm creating a 3d game on HTML5. It's 30% complete and the hard part is already coded. The server is on node.js.Now I'm realizing that maybe it was not a wise choice. This is because I realized: Three.js still has many bugs. I don't see the same thing on every machine. Each browser, OS, can give different results. I'm afraid my clients will have a great stress installing my game properly. I have tons of sprites and models on my game. I wonder if my clients will have to load all them again everytime they want to play? I wonder if a Node.js server will be fast enough to handle it, and I'm afraid it won't be scalable. What would you advise me? Should I continue and finish the game on HTML5 or is it better to remake it on something else, like Unity3d for the client and (what?) for the server?

    Read the article

  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

    Read the article

  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

    Read the article

  • What kind of performance issues does multiple instances of the exact same object have on a game?

    - by lggmonclar
    I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin searching. My question is about performance, and how can multiple instances of the same object affect it -- Specifically, I'm talking about XNA's "GraphicsDevice" class. I have it instanced on four different parts of my game, and in three of those, the object has the exact same values for all the attributes. So, in that case, should I be using the same instance of GraphicsDevice, passing it as a parameter, even if I use it in different classes? I apologize if the question seems redundant, but like I said, I've taught myself most of what I know, so there are quite a few "holes" in my learning process.

    Read the article

< Previous Page | 557 558 559 560 561 562 563 564 565 566 567 568  | Next Page >