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  • 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?

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • I finished "Beginning Android Games", should I use its framework?

    - by orod
    I've worked through Mario Zechner's "Beginning Android Games" and have made my own pong and asteroids game using the framework used in the book. I have also downloaded the source code for Replica Island and am able to run that. I like Replica Island's framework over the one I made from reading the book. Some differences are that Replica Island uses different activities for each screen instead of Zechner's Screen class and that Replica Island can use a lot of textures and isn't limited to textures with dimensions of powers of 2. If I'm serious about writing games and apps for Android should I learn Replica Island's framework and use that instead of the one I made while reading Zechner's book?

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  • 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.

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  • Existent js libs for tileset / map loading and rendering?

    - by ylluminate
    I'm building an rts style overhead tileset game with JavaScript (particularly using Ember.js framework as a base). The map is so large that I'd very much like to be able to load and render the board and layered items in a Google Maps'esque. I'm curious as to whether there are existing libs that would be helpful and already well thought out in these regards vs trying to reinvent the wheel. Are there any such libraries or code examples that would be useful in this area of board / map management?

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  • How can I efficiently create/store/implement animations as I add to my game?

    - by nickbadal
    My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large number of combinations for different pieces for each character. Originally, I had planned on having a frame-by frame animation for each piece for each animation, and then layer them to combine them into a character, but this seems like it would be a lot of work for my artist, and that the memory/disk size would start to add up as well since we would need a sprite for every frame, of every customization of every piece, in every animation, for every character. What efficient ways are there to create/implement these animations as we add more and more configurations to our game?

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  • Change density of the body dynamically

    - by Siddharth
    In my game, I want to change density of my body object when it collide with other objects. I found something like following to change density but further I could not able to find any hint for this. So someone please help. Fixture fixture = goldenBoxArrayList.get(i) .getGoldenBoxBody() .getFixtureList().get(0); fixture.setDensity(0.5f); After setting fixture data I could not able to set it to the body.

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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • How can you procedurally place objects in a non-gridded game?

    - by nickbadal
    This is a follow-up question to this question. I mistakenly worded the question, but got a good answer before I could correct myself, so I didn't want to delete it. Sorry! Now that I know that it is possible, I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but how can I generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters.

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  • What are some of the more commonly used projectile rendering techniques?

    - by KlashnikovKid
    couldn't find a duplicate question (bit surprising to me) but anywho I'm starting to get near implementing the rendering of projectiles for my game. My question is what are some good techniques for efficiently rendering projectiles? I would like emphasis on techniques that leave room for the projectiles to be "rich" and dynamic (Cool to look at!) I'm also using DX11 for my rendering engine so bleeding edge techniques that can make use of that would be much appreciated too. Thanks!

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • What should be learned for someone starting in Android Games?

    - by user14544
    I know this might be a little subjective. But I've read the other questions. A lot of answers kept on popping up like to use box2d, libgdx, andEngine, etc. So the real question is, what would be the best to start off with as a beginner. I have some experience with java code, just by reading about in the Oracle Docs. I've gone through Flash and Eclipse. When i mean gone through, i don't mean i have actually created my own game from Flash or Eclipse, but i just learn things here and there. Currently I'm reading Beginning Android for Beginners but I don't have the knowledge to implement my own Ideas into the game tutorials because of lack of experience. I'm looking for a way to learn how to program to create games for Android. While at the same time get experience from programming. I do not want to learn those drag and drop game making applications such as GameMaker.

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  • Player position triggering teleports

    - by jSherz
    I'm developing a Minecraft plugin (bukkit) in which a server admin can create 'portals' - a small region that will teleport any players who enter it. I have the teleportation sorted and I know how I could define areas that the player's position could be tested against. This would involve an ArrayList containing the zones and then hooking the PlayerMoveEvent so that the ArrayList is searched each time for a matching portal region. Although this method would work, I doubt that it would be very efficient when 100+ players are all moving around at the same time. Is there a better way of checking a player position against a set of 'zones' / regions?

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • What's a good way to store a series of interconnected pipe and tank objects?

    - by mars
    I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an adjacent tank via the pipe than interconnects them. Right now I store the tanks in a 6x6 array, vertical pipes in a 5x6 array, and horizontal pipes in a 6x5 array. Each tank has a reference to the object that contains both tanks and pipes and when a pipe needs to be animated filling with liquid, the selected tank just calls a method on the container object telling it to animate the pipes it is connected to (subtract 1 from row or column to find connected pipes). This feels like the wrong way of doing it, as I've also considered just giving each tank references to the pipes connected to it to access directly.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

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  • How to pause and unpause the Particular action of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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