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  • Portal View/Projection Matrix near plane

    - by melak47
    For RenderToTexture/Camera based portal rendering, the basics seems simple enough. However, with a free camera, most of the time it is going to be looking at such portals at an angle: Now a regular near clipping plane will not always work here, it will either intersect with the wall the portal is sitting on, or possibly with objects in front of the wall. The desired near clipping plane would be aligned like the portal, producing a view volume more like this: or this in 3D: So here is my question: How does one construct or "truncate" a view/projection matrix to achieve such an off-camera-normal (near) clipping plane?

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • Why are downloads from Canonical Partners repository so slow?

    - by Sabacon
    If I need Sun Java, Adobe Flash Plugin or anything else that comes from Canonical Partners the package downloads are painfully slow even small sized packages like the Flash plugin, to speed things up I have to go here: http://archive.canonical.com/ubuntu/pool/partner/ to find what I want, download the packages with a download manager (which is usually about 20 times faster than the package manager) and then place them in my /var/cache/apt/archives folder I run the package manager afterwards, as long as the right versions of the packages I ask to install are detected in the /var/cache/apt/archives folder they will be installed immediately. I would like to stop doing this, so I am wondering if anyone else has this problem, what could be the cause and if there is a fix. I am located in the Western Caribbean region. I think it would be helpful to note that all other packages coming from the repository I have selected with synaptic download at acceptable speeds.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • How do I create a big multiplayer world in UDK?

    - by Dorpe
    I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen videos of people make same size terrain and working without a problem. My pc is strong enough, so maybe someone can tell me what I'm doing wrong. I want to make it even bigger then the biggest terrain size, so I was thinking of doing level streaming but then I read that streaming is working server side which means if I have a player on every terrain all terrains will still be loaded and I want to save as much memory possible so it will work well online. Thanks for any help you can give.

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  • Is a warning about IAP in freemium games on iOS required?

    - by user1282931
    When I launch the successful iOS game "Clash of Clans", right in the beginning I get the following message in an iOS info pop-up: "Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device." What's the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

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  • Climbing boxes in box2D

    - by Rothens
    I've just stepped into the world of Box2D with libgdx. I've already made a stack of boxes: They are dropped randomly ontop of each other. What I'd like to achieve is to make a character, that could freely climb on the boxes, (He can grip on the boxes anywhere, not just on the side/top of a box) but his weight affects the stack as well, so the boxes could fall down. My google-fu failed me... Is there any way to make this possible?

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • How to store and update data table on client side (iOS MMO)

    - by farseer2012
    Currently i'm developing an iOS MMO game with cocos2d-x, that game depends on many data tables(excel file) given by the designers. These tables contain data like how much gold/crystal will be cost when upgrade a building(barracks, laboratory etc..). We have about 10 tables, each have about 50 rows of data. My question is how to store those tables on client side and how to update them once they have been modified on server side? My opinion: use Sqlite to store data on client side, the server will parse the excel files and send the data to client with JSON format, then the client parse the JOSN string and save it to Sqlite file. Is there any better method? I find that some game stores csv files on client side, how do they update the files? Could server send a whole file directly to client?

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • Will setInterval give me Delay?

    - by Oliver Schöning
    I am setting up a JavaScript Server for my Game. Am I understanding this correctly: If I use setInterval to call a function every second, and takes 2 seconds to process. Then I am going to "stack up" requests indefinetly the Client will become more and more out of sync? If I use setTimeout, and specify 1 second. Then the function will run (again, lets say 2 seconds) and then start the timeout. And not stack up requests.

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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  • Circular class dependency

    - by shad0w
    Is it bad design to have 2 classes which need each other? I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these GameState objects also need to know the GameEngine class - so it's a circular dependency. Would you call this bad design? I am just asking, because I am not quite sure and at this time I am still able to refactor these things.

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

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  • How do I multiply pixels on an SDL Surface?

    - by NoobScratcher
    Okay so I'm able to put blank pixels into a surface and also draw gradient pixels rectangles,etc But I don't know how to multiply the pixels on a surface so I was hoping someone could provide me information on this topic. I was thinking you could get the members pixel and then * it by 2 but that didn't provide results I wanted so I'm now thinking that you have to actually get to the position in bytes in one location to the left and one location to the right and then store it in memory and then * that by 2 am I correct or what? If so what is it that allows me to do that and how do I do that?

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • Calculating angle between 2 vectors

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating 2 vectors: v - the direction of ship 1 w - the vector pointing from the position of ship 1 to ship 2 I am then calculating the angle between these two vectors using the standard formula: arccos( v . w / ( |v| |w| ) ) The problem I'm having is the nature of arccos only returning values between 0 and 180. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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