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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • Swinging a sword in Xcode with Sprite Kit

    - by jking14
    I'm working on making an RPG in Xcode, and I'm having a major gameplay issue when it comes to having my character swing his sword in a way that is realistic and gameplay compatible. Right now, when the player taps the screen and the sword is in one of the player's hand, it rotates the upright sword 90 degrees. The sword which is a parent of the player floats in front of the player because of a collision issue I'm looking for any advice anyone can give on how to add a sword to the game and have it swing in a way that looks somewhat realistic and can damage enemies that are more than a single pixel away from the player

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  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • Where are all the tutorials for libGDX?

    - by BluFire
    I've searched online for help and tutorials on LibGDX but I couldn't really find any, except and the wiki for asking questions on stackexchange. Besides the source (demos) and wiki, is there any other tutorials online that's hidden or indirect? From what I read, there isn't much documentation for LibGDX, so there's only two options I see Give up move to a different framework. Ask people a lot of questions.

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  • frame lock networking

    - by kochol
    I'm developing an RTS game and I want to add multiplayer support to my game. I picked the easiest technique to implement for start frame locking technique. I used server client networking architecture (I think it's my first mistake I think using peer to peer is a better one for this) On game update every clients send their commands and maybe receive some command then render the frame and wait for all clients to send their update complete message then all of them can go for the next frame. I send commands and all logic is calculated on the clients based on commands but the clients can go out of sync easily. Every AI controlled units make different decisions on each clients What I have to do to sync my game? Do you suggest me a better network architecture or technique?

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  • Does XNA 4 support 3D affine transformations for 2D images?

    - by Paul Baker Salt Shaker
    Looooong story short I'm essentially trying to code Mode 7 in XNA. Before I continue bashing my brains out in research and various failed matrix math equations; I just want to make sure that XNA supports this just out-of-the-box (so to speak). I'd prefer not to have to import other libraries, because I want to learn how it works myself that way I understand the whole thing better. However that's all for naught if it won't work at all. So no opengl, directx, etc if possible (will eventually do it just to optimize everything, but not for now). tl;dr: Can I has Mode 7 in XNA?

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  • Calculating adjacent quads on a quad sphere

    - by Caius Eugene
    I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a terrain like surface. To solve the issue of cracks I want to be able to apply a geomitmap technique of triangle fanning on the edges of each quad, but in order to know the subdivision level of the adjacent quads I need to identify which quads are adjacent to each other. Does anyone know any approaches to computing and storing these adjacent quads for quick lookup? Also It's important that I know which direction they are in so I can easily adjust the correct edge.

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  • Sprites are sometimes blurry in Flash

    - by Tim Cooper
    I am playing around with drawing an SVG sprite (imported in through [Embed]). Depending on the coordinates of the image, sometimes it appears more crisp than others. The following image shows how at different locations is it rendered differently: (Image link - You may have to download and zoom in with an image editor to see it) You'll notice that the middle sprite is more blurry than the ones on the sides. Does anyone know why this is? Any help would be appreciated.

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

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  • How should I replan A*?

    - by Gregory Weir
    I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over long distances. If the player was stationary, I could just search once, but at the moment I'm searching every frame. This takes long enough that my framerate is suffering. What's the usual solution to this? Is there a way to "replan" A* without redoing the entire search? Should I just search a little less often (every half-second or second) and accept that there will be a little inaccuracy in the path?

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Dynamic real-time pathfinding with C# and unity

    - by Yakri
    A buddy and I are working on a simple 2D top down arena combat game similar to OpenGLAD (grew up on ye olde GLADIATOR). Thing is, we want to make some substantial deviation from our source of inspiration, including completely destructible/changeable terrain. Like rivers that can be frozen, walls which can be knocked down, etc. As well as letting players and NPC's build new terrain objects, some of which cannot be moved through or seen through. So I'm tasked with creating the AI, starting with pathfinding. Because of all the changeable terrain, we need something that can check to see if the player/other NPC's are in line of sight, and which can then check to find current paths around existing terrain, without getting completely confused by new terrain popping up, and old terrain vanishing, and even capable of breaking through terrain. A lot of that will just be filling in the framework of the feature, but I really just don't know where to start. What I'm really looking for are relevant websites, books, articles, or keywords to google. I just can't quite find a direction to start in, because most pathfinding types we've googled up just won't give us even the most basic level of robustness we need.

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  • Parse/Write JSON with Unity iOS

    - by DannoEterno
    anybody know a tutorial or maybe can help me to develop a parser/reader for JSON compatible with Unity iOS pro? I've already tried different third part libraries but without luck (i've tried json.net, jsonfx, litjson). Im pretty in hurry of doing a simple parser/writer that i can use also under iOS and not only in Desktop. P.s. i can also use third part library, but please, first of suggest be sure that it will work under iOS! Thank you all

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Need help starting with a game in Flash/AS3

    - by Hossein
    Hi, I am kinda new to flash/AS3. I have written some stuff and now I now the basics of AS. I want to develop a game in which my character moves. exactly like the way Super Mario moves(the background changes and new obstacles come in the way like and animation with which you can interact by climbing and shooting etc.) There is one big thing that I don't understand is that how to make my background moving and introduce new obstacles when my character moves forward. Currently my scene is static which means the background is the same and obstacles are also stationary. Can some point me to a tutorial or give me an answer that solves my confusion? thanks

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  • How are events in games handled?

    - by Alex
    In may games that I have played, I have seen events being triggered, such as when you walk into a certain land area while holding a specific object, it will trigger a special creature to spawn. I was wondering, how do games deal with events such as this? Not in a specific game, but in general among games. The first thought I had was that each place has a hard-coded set of events that it will call when something happens there. However, that would be too inefficient to maintain, as when something new is added, that would require modification of every part of the game that would potentially cause the event to be called. Next up, I had the idea of maybe how GUI programming works. In all of the GUI programming I've done, you create a component and a callback function, or a listener. Then, when the user interacts when the button, the callback function is called, allowing you to do something with it. So, I was thinking that in terms of a game, when a land area gets loaded the game loops over a list of all events, creating instances of them and calling public methods to bind them to the current scene. The events themselves then handle what scene it is, and if it is a scene that pertains to the event, will call the public method of the scene to bind the event to an action. Then, when the action takes place, the scene would call all events that are bound to that action. However, I'm sure that's not how games would operate either, as that would require a lot of creating of events all the time. So how to video games handle events, are either of those methods correct, or is it something completely different?

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  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

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  • Issue with multiplayer interpolation

    - by Ben Cracknell
    In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. You can see it clearly in the image below. Cyan: Local position when a packet is received Red: Position received from packet (goal) Blue: Line from local position to goal when packet is received Black: Local position every frame As you can see, the local position seems to oscillate around the goals instead of moving between them smoothly. Here is the code: // local transform position when the last packet arrived. Will lerp from here to the goal private Vector3 positionAtLastPacket; // location received from last packet private Vector3 goal; // time since the last packet arrived private float currentTime; // estimated time to reach goal (also the expected time of the next packet) private float timeToReachGoal; private void PacketReceived(Vector3 position, float timeBetweenPackets) { positionAtLastPacket = transform.position; goal = position; timeToReachGoal = timeBetweenPackets; currentTime = 0; Debug.DrawRay(transform.position, Vector3.up, Color.cyan, 5); // current local position Debug.DrawLine(transform.position, goal, Color.blue, 5); // path to goal Debug.DrawRay(goal, Vector3.up, Color.red, 5); // received goal position } private void FrameUpdate() { currentTime += Time.deltaTime; float delta = currentTime/timeToReachGoal; transform.position = FreeLerp(positionAtLastPacket, goal, currentTime / timeToReachGoal); // current local position Debug.DrawRay(transform.position, Vector3.up * 0.5f, Color.black, 5); } /// <summary> /// Lerp without being locked to 0-1 /// </summary> Vector3 FreeLerp(Vector3 from, Vector3 to, float t) { return from + (to - from) * t; } Any idea about what's going on?

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Drawing beam effect in UDK?

    - by sgrif
    I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas? BeamEmitter[0] = new(self) class'UTParticleSystemComponent'; BeamEmitter[0].SetAbsolute(false, false, false); BeamEmitter[0].SetTemplate(BeamTemplate[0]); BeamEmitter[0].SetTickGroup(TG_PostUpdateWork); BeamEmitter[0].bUpdateComponentInTick = true; self.AttachComponent(BeamEmitter[0]); BeamEmitter[0].SetBeamEndPoint(2, tarPos); BeamEmitter[0].ActivateSystem();

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