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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Implementing top view physics using box2D

    - by humbleBee
    How can top view physics games be done in box2D? One idea I have is to set the linear velocity of an object manually or to alter the linear and angular damping as my object moves over different surfaces. For example if my object is over a wet surface it'll have less linear damping and if it is over rough surface it'll have more damping. And to see if my object has fallen over an edge I'll try to use an AABB and check if its still inside or manually see if object.x > boundary.x etc. Is there any better way?

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • 2D Grid based game - how should I draw grid lines?

    - by Adam K Dean
    I'm playing around with a 2D grid based game idea, and I am using sprites for the grid cells. Let's say there is a 10 x 10 grid and each cell is 48x48, which will have sprites drawn there. That is fine. But in design mode, I'd like to have a grid overlay the screen. I can do this either with sprites (2x600 pixel image etc) or with primitives, but which is best? Should I really be switching between sprites and 3d/2d rendering? Like so: Thanks!

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  • glGetActiveAttrib on Android NDK

    - by user408952
    In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with some added debug info since it's not really working): int shaders[] = { m_ps, m_vs }; if(linkProgram(shaders, 2)) { ASSERT(glIsProgram(m_program) == GL_TRUE, "program is invalid"); int attrCount = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &attrCount)); int maxAttrLength = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttrLength)); LOG_INFO("shader", "got %d attributes for '%s' (%d) (maxlen: %d)", attrCount, name, m_program, maxAttrLength); m_attrs.reserve(attrCount); GLsizei attrLength = -1; GLint attrSize = -1; GLenum attrType = 0; char tmp[256]; for(int i = 0; i < attrCount; i++) { tmp[0] = 0; GL_CHECKED(glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)); LOG_INFO("shader", "%d: %d %d '%s'", i, attrLength, attrSize, tmp); m_attrs.append(String(tmp, attrLength)); } } GL_CHECKED is a macro that calls the function and calls glGetError() to see if something went wrong. This code works perfectly on Windows 7 using ANGLE and gives this this output: info:shader: got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) info:shader: 0: 7 1 'a_Color' info:shader: 1: 10 1 'a_Position' But on my Nexus 7 (1st gen) I get the following (the errors are the output from the GL_CHECKED macro): I/testgame:shader(30865): got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 0: -1 -1 '' E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 1: -1 -1 '' I.e. the call to glGetActiveAttrib gives me an INVALID_VALUE. The opengl docs says this about the possible errors: GL_INVALID_VALUE is generated if program is not a value generated by OpenGL. This is not the case, I added an ASSERT to make sure glIsProgram(m_program) == GL_TRUE, and it doesn't trigger. GL_INVALID_OPERATION is generated if program is not a program object. Different error. GL_INVALID_VALUE is generated if index is greater than or equal to the number of active attribute variables in program. i is 0 and 1, and the number of active attribute variables are 2, so this isn't the case. GL_INVALID_VALUE is generated if bufSize is less than 0. Well, it's not zero, it's 256. Does anyone have an idea what's causing this? Am I just lucky that it works in ANGLE, or is the nvidia tegra driver wrong?

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • How can I create tiles that scale to multiple resolutions?

    - by Darestium
    I am trying to create a multiplayer version of the popular Flash game N in Java. However, I'm not sure how to create a tileset that will scale up. Are the tiles for N pre-drawn or are they defined with mathamatical formulas in code? I do see how they would scale up in Flash if they were pre-rendered. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • How to loop section from a song correctly?

    - by Teflo
    I'm programming a little Music Engine for my game in C# and XNA, and one aspect from it is the possibility to loop a section from a song. For example, my song has an intropart, and when the song reached the end ( or any other specific point ), it jumps back where the intropart is just over. ( A - B - B - B ... ) Now I'm using IrrKlank, which is working perfectly, without any gaps, but I have a problem: The point where to jump back is a bit inaccurate. Here's some example code: public bool Passed(float time) { if ( PlayPosition >= time ) return true; return false; } //somewhere else if( song.Passed( 10.0f ) ) song.JumpTo( 5.0f ); Now the problem is, the song passes the 10 seconds, but play a few milliseconds until 10.1f or so, and then jumps to 5 seconds. It's not that dramatic, but very incorrect for my needs. I tried to fix it like that: public bool Passed( float time ) { if( PlayPosition + 3 * dt >= time && PlayPosition <= time ) return true; return false; } ( dt is the delta time, the elapsed time since the last frame ) But I don't think, that's a good solution for that. I hope, you can understand my problem ( and my english, yay /o/ ) and help me :)

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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  • WIn API Basic Paint program

    - by Tom Burman
    Just trying to learn a bit of Win API. Im trying to make a basic drawing app, a bit like MS Paint. For the time being im trying to get one function to work which is, when you left click and drag the mouse around the screen a line is drawn behind the mouse. Heres what i have so far, but for some reason: 1) the line starts drawing straight away rather then waiting for the left click 2) the line isn't solid its very dotty. case WM_MOUSEMOVE: { if(MK_LBUTTON){ hdc = GetDC(hwnd); hPen = CreatePen(PS_SOLID,5,RGB(0, 0, 255)); SelectObject(hdc, hPen); int x = LOWORD(lParam); int y = HIWORD(lParam); MoveToEx(hdc,x,y,NULL); LineTo(hdc, LOWORD(lParam), HIWORD(lParam)); ReleaseDC(hwnd,hdc); } else break; } } Thanks for any help!

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • OpenGL Learning Material (that's up to date)

    - by Sauron
    So im sure there are topics on this, but alot of them list older material. And the last book: http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1346116133&sr=8-1&keywords=opengl REALLY REALLY disappointed me. I DO NOT want to use someone else's library to learn this stuff, that bothers me SOOO much. So I was hoping there was a newer book that goes into detail, and doesn't use some sort of library "Hiding" everything from you. Or should I just look at older material? If so....anything thats not "too" out of date. Terrain tutorials are a plus (that's kinda my "goal"). Thanks

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

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  • Is it normal to these Xcode prompts/errors when you deploy to IOS Simulator from Unity?

    - by Greg
    Just trying out the IOS build process.... Is it normal to see: Q1 - "upgrade to latest project format - project currently in Xcode 3.1 format, this will upgrade to 3.2" - just click OK and let Xcode do it's stuff? Q2 - same as Q1 but this time for the message "Remove obsolete build settings - will remove the build setting PREBINDING" Q3 - also when deploying to "Lastest IOS Simulator" you get the Simulator target produced, but also a non-simulator target which has lots of errors. So I assume you just ignore this target and not use it in Xcode correct? (i.e. just use the simulator target that is produced) Q4 - get a lot of warning after the simulator target is built? program works ok however.... Images For Q1 and Q2: For Q4: Settings used in Unity: Errors I see in XCode:

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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • What happened to .fx files in D3D11?

    - by bobobobo
    It seems they completely ruined .fx file loading / parsing in D3D11. In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods like SetTechnique and BeginPass, making it easy to load and execute a shader with multiple techniques. Is this completely manual now in D3D11? The highest level functionality I can find is loading a SINGLE shader from an FX file using D3DX11CompileFromFile. Does anyone know if there's an easier way to load FX files and choose a technique? With the level of functionality provided in D3D11 now, it seems like you're better off just writing .hlsl files and forgetting about the whole idea of Techniques.

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