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  • Sprite transparency not effected libGDX

    - by Aon GoltzCrank
    I am making a game using libGDX and Tween Universal Engine. My problem is as follows: I have 2 screens so fars, a splash screen with the logo, and a second one which is the main menu. In the splash screen I use a SpriteBatch and a Sprite with the Texture of the image I want (which goes through some scaling.) Now I use the Tween engine, along with a created SpriteAccessor to control the alpha of the sprite. I fade the picture in, then fade it out, then change it to the next screen. In the next screen I have a single sprite, and a single, 3 slot, sprite array. In this screen I also use the tween engine, I fade the single sprite into the screen (it's the background image) then I try to, using the same method, (Tween.to) to change the alpah of the sprite array (each sprite by itself.), I first set it to 0 using Tween.set, then using the method I change it. This didn't work, after some tests I tried setting the alpha of a single sprite from the array to 0, and that didn't work. It's like the program is ignoring the alpha value, I even printed out the alpha value, it saying 0, but the sprite is visible. How can I fix this, or why might it be caused?

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  • How to make the Angry Birds "shot arch" dotted line? [duplicate]

    - by unexpected62
    This question already has an answer here: Show path of a body of where it should go after linear impulse is applied 2 answers I am making a game that includes 2D projectile flight paths like that of Angry Birds. Angry Birds employs the notion that a previous shot is shown with a dotted line "arch" showing the player where that last shot went. I think recording that data is simple enough once a shot is fired, but in my game, I want to show it preemptively, ie: before the shot. How would I go about calculating this dotted line? The other caveat is I have wind in my game. How can you determine a projectile preemptively when wind will affect it too? This seems like a pretty tough problem. My wind right now just applies a constant force every step of animation in the direction of the wind flow. I'm using Box2D and AndEngine if it matters.

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  • Position Reconstruction from Depth by inverting Perspective Projection

    - by user1294203
    I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 perspective ( valType const & fovy, valType const & aspect, valType const & zNear, valType const & zFar ) { valType range = tan(radians(fovy / valType(2))) * zNear; valType left = -range * aspect; valType right = range * aspect; valType bottom = -range; valType top = range; detail::tmat4x4 Result(valType(0)); Result[0][0] = (valType(2) * zNear) / (right - left); Result[1][2] = (valType(2) * zNear) / (top - bottom); Result[2][3] = - (zFar + zNear) / (zFar - zNear); Result[2][4] = - valType(1); Result[3][5] = - (valType(2) * zFar * zNear) / (zFar - zNear); return Result; } There doesn't seem to be any errors in the code. So I tried to invert the projection, the formula for the z and w coordinates after projection are: and dividing z' with w' gives the post-projective depth (which lies in the depth buffer), so I need to solve for z, which finally gives: Now, the problem is I don't get the correct position (I have compared the one reconstructed with a rendered position). I then tried using the respective formula I get by doing the same for this Matrix. The corresponding formula is: For some reason, using the above formula gives me the correct position. I really don't understand why this is the case. Have I done something wrong? Could someone enlighten me please?

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  • XNA 4.0, Combining model draw calls

    - by MayContainNuts
    I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to the conclusion that the amount of draw calls I am making must be the root of my problems. I've looked around for a while now and couldn't quite find a satisfying solution. I can't cull any of those models, in a worst case scenario there could be 1000 of them visible at the same time. I also looked at Hardware geometry Instancing, but I don't think that's quite what I'm looking for, because the level consists of a lot of different parts. So, what I'd like to do is combining 100 or 200 of these Models into a single large one and draw it as a whole 'chunk'. The whole geometry is static so it wouldn't have to be changed after combining, but different parts of it would have to use different textures (I think I can accomplish that with a texture atlas). But I have no idea how to to that, so does anybody have any suggestions?

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • how to use opengl blend mode/functions to brighten/darken a texture.

    - by Jigar
    Tried this code, but the texture didnot get any lighter. try { texture = TextureLoader.getTexture("png", Game.class.getResourceAsStream("/brick.png"), true, GL_NEAREST); } catch (IOException e) { e.printStackTrace(); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureID()); glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA); GL14.glBlendColor(1.0f, 1.0f, 1.0f, 0.5f); glColor4f(1, 1, 1, 0.5f); GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads // Front Face GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front) GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front) GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front) GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front) glEnd();

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  • Using a permutation table for simplex noise without storing it

    - by J. C. Leitão
    Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example). In some applications, we need to persist the state of the permutation table. This can be done by creating the table, e.g. using def permutation_table(seed): table_size = 2**10 # arbitrary for this question l = range(1, table_size + 1) random.seed(seed) # ensures the same shuffle for a given seed random.shuffle(l) return l + l # see shared link why l + l; is a detail and storing it. Can we avoid storing the full table by generating the required elements every time they are required? Specifically, currently I store the table and call it using table[i] (table is a list). Can I avoid storing it by having a function that computes the element i, e.g. get_table_element(seed, i). I'm aware that cryptography already solved this problem using block cyphers, however, I found it too complex to go deep and implement a block cypher. Does anyone knows a simple implementation of a block cypher to this problem?

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  • How to create a reasonably sized urban area manually but efficiently

    - by Overv
    I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small neighbourhood with residents and a few local shops, perhaps a supermarket. I'm mostly experienced in programming and not at all with modelling, texturing or drawing, but I've found that SketchUp allows me to design interesting looking buildings that I model after real world buildings in my own neighbourhood. Designing these buildings and other objects can take from a few tens of minutes to a few hours. My question is: what is the best approach for a one man army like me who does manage to model buildings to create an interesting city environment in a reasonable amount of time? My game will not be based on procedural generation, the environment will actually be modelled like GTA cities.

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  • Rendering text with stb_font results in glitches

    - by Fabian Fritz
    I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned char fontpixels [STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, fontdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void LabelFactory::renderLabel(Label * label) { int x = label->x; int y = label->y; const char * str = label->text; glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_FONT_arial_14_usascii_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); x += cd->advance_int; } glEnd(); } However this results in weird glitches I guess I'm doing something wrong with the alpha blending, however I was unable to improve it by changing the parameters. The size and length of the outline of the text that should be shown seems about right (it should read "Test Test Test").

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • Unity iOS optimization and draw calls

    - by vzm
    I am curious of what methods I should approach in optimizing my Unity project for iOS hardware. I have very little image effects running (directional light with low res shadows) and I used the combine children script from the standard assets to lessen the load on the CPU. My project currently runs with 45-57 draw calls at non-intensive segments and up to 178 at intensive segments. I heard that static batching relieves some of the stress, but the game has the environment moving around the player instead of the player moving around the environment. Is there any alternative that I may look towards to improving the draw call number?

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  • Creating an interactive grid for a puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like: The numbers in the squares are sort of clues and the areas between the dots need to be clickable: I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • Rope Colliding with a Rectangle

    - by Colton
    I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide with the rectangle such that the rope will not pass through a rectangle, and wrap around the rectangle and all that good stuff. Currently, I have it set so no rope node can pass through a rect (successfully), however, this means a rope segment can still pass through a block. Ex: So the question is, what can I do to fix this? What I have tried: I create a rectangle between two nodes of a rope, calculate rotation between the nodes, and get myself a transformed rectangle. I can successfully detect a collision between rope segments and a (non-transformed) rectangle. Create a new node or pivot point around the corner of the block, and rearrange nodes to point to the corner node. Trouble is determining what corner the rope segment is passing through. And then the current rope setup goes wonky (based on verlet integration, so a sudden change in position causes the rope to wiggle like a seismograph during a magnitude 8 earth quake.) Among other issues that might be solvable, but its turning into a case by case thing, which doesn't seem right. I think the best answer here would just be a link to a tutorial (I simply can't find any, most lead to box2D or farseer, but I want to at least learn how it works before I hide behind an engine).

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  • Drawing different per-pixel data on the screen

    - by Amir Eldor
    I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. I'm not sure what is the correct and fastest way to do this. Locking a texture/surface and manipulating the raw pixel data? How is this done in modern graphics programming? I'm currently trying to do this in Pygame but realized I will face the same problem if I go for C/SDL or OpenGL/DirectX.

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  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

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  • PHP Battle System for RPG game

    - by Jay
    I posted this a while ago on stackoverflow, they thought it would be better place here, I agree. Essentially I know what I want to accomplish, and I have something to the effect of what I want but I am not satisfied with it. Here's the problem. Each user has some states: STR (how hard they hit), DEF (dodging/blocking attacks), SPD (when they can strike), and STAMINA (basically their endurance in game, if this runs out they can no longer fight and lose) What I need is something like this: UserA Stats: STR: 1,000 DEF: 2500 SPD: 2000 (HP: 1000/1000) UserB Stats: STR: 1,500 DEF: 500 SPD: 4000 (HP: 1000/1000) Because the second user has double the speed, he lands twice the amount of hits on the first user, before he gets hit. Because he has less strength than the first users defence, he will do no, to little damage. This is how the battle would theoretically go: UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage UserB strikes UserA for 0 damage UserB strikes UserA for 0 damage UserA strikes UserB for 500 damage, and sends him to the hospital! I was using this code, which is buggy, and not efficient, I just need a better way to do this: http://pastebin.com/15LiQQuJ Oh, and if anyone has some good ideas on how to improve the concept that would be cool too! It's not that elaborate so I'll be thinking of all sorts of things to make it more dynamic. Thanks.

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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