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  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

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  • C++ unmanaged inside winform

    - by Gosso
    First: I am using C# and C++ on windows 7. I have created a basic rendering engine in c++ with directx 10. It works good as a stand alone application. But, when I sending the Form.Handle of a WinForm I want to render inside to the engine it crashes during D3D10CreateDeviceAndSwapChain with the following error: HRESULT: 0x887a0001 (2289696769) Name: DXGI_ERROR_INVALID_CALL I get the handle from the winform during loading of the form. unsafe { void *ptr=m_view.Handle.ToPointer(); uint v = (uint)ptr; lhandle = v.ToString(); };

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  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

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  • Moving two objects proportionally

    - by SSL
    I'm trying to move two objects away from each other at a proportional distance, but on different scales. I'm not quite sure how to do this. Object A can go from position 0.1 to 1. Object B has no limits. If object B is decreasing, then Object A should be decreasing at rate R. Likewise, if Object B is increasing, then Object A increases at rate R. How can I tie these two Object positions together so that in an update loop, they automatically update their positions? I tried using: ObjA.Pos += 0.001f * ObjB.VelocityY; //0.001f is the rate This works but there's an error each time it runs. ObjA starts off at its max position 1 but then the next time it will stop at 0.97, 0.94, 0.91 etc.. This is due to the 0.001f rate I put in. Is there a way to control the rate, yet not end up with the rounding error?

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  • Java single Array best choice for accessing pixels for manipulation?

    - by Petrol
    I am just watching this tutorial https://www.youtube.com/watch?v=HwUnMy_pR6A and the guy (who seems to be pretty competent) is using a single array to store and access the pixels of his to-be-rendered image. I was wondering if this really is the best way to do this. The alternative of Multi-Array does have one pointer more, but Arrays do have an O(1) for accessing each index and calculating the index in a single array seems to take one addition and one multiplication operation per pixel. And if Multi-Arrays really are bad, can't you use something with Hashing to avoid those addition and multiplication operations? EDIT: here is his code... public class Screen { private int width, height; public int[] pixels; public Screen(int width, int height) { this.width = width; this.height = height; // creating array the size of one index/int for every pixel // single array has better performance than multi-array pixels = new int[width * height]; } public void render() { for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { pixels[x + y * width] = 0xff00ff; } } } }

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  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • Installing Windows Platform SDK Problem [on hold]

    - by user1879097
    I cannot seem to install the windows platform sdk when i have visual studio 2010 installed,i followed the error code the sdk was getting and it said i need to unistall the 2010 redistribute runtimes,i did that and it has still not fixed the problem,this is very anoying as i have tried different things and been at it for atleast 5 hours now,did anyone else get this problem and know a work around? This is the order i tried install vs 2010, remove redis runtimes, install platform sdk (failed), install redis x86/x64, install service pack 1 for vs Thanks

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  • Limiting the speed of a dragged sprite in Cocos2dx

    - by Frozsht
    I am trying to drag a row of sprites using ccTouchesMoved. By that I mean that there is a row of sprites (they are colored squares) lined up next to each other and if I grab one with a touch the rest follow it. However, if the sprite that is selected by touch moves too fast it creates a slight gap between it and the following sprites. How do I go about limiting the speed that I can drag the sprite with ccTouchesMoved? This is the only solution I could think of to my problem. If anyone has another suggestion to prevent this sprite gap from happening I would appreciate it.

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  • How do you blend multiple colors in HSV (polar) color-space?

    - by Toxikman
    In RGB color space, you can do a weighted multiple-color blend by just doing: Start with R = G = B = 0. Then we perform a blend at index i using a set of colors C, and a set of normalized weights w like so: R += w[i] * C[i].r G += w[i] * C[i].g B += w[i] * C[i].b But I'd like to interpolate the colors in the HSV color-space instead, so that saturation and brightness are uniform across the interpolation. I know I can blend saturation and brightness in the same way as above, but the HUE component is an angle around a continuous circle, since HSV is essentially a polar coordinate system. Blending only two HSV colors makes sense to me, you just find the shortest arc around the circle and interpolate between the two hues. But when you attempt to blend more than 2 colors, it becomes a bit of a puzzle. You have to handle anomalous cases, like 4 equally-weighted colors with a hue at 0, 90, 180, and 270 degrees. They basically cancel each other out, so any hue will do. Any ideas would be greatly appreciated.

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  • Good resources for learning modern OpenGL (3.0 or later)?

    - by MatterGoal
    I stumble upon the search of a good resource to start with OpenGL (3.0 or later) . Well, I found a lot of books but none of them can be considered a good resource! Here two examples: OpenGL Programming Guide (7th edition) http://www.amazon.com/exec/obidos/ASIN/0321552628/khongrou-20 This is FULL of deprecated material! Almost every chapters begin with a note about that. OpenGL Superbible (5th Edition) http://www.amazon.com/exec/obidos/ASIN/0321712617/khongrou-20 This book uses a library created by the author to explain the main arguments, hiding what you want to learn! I don't want to learn how to use your library! I want to learn OpenGL! I hope that you understand this is not the same question like "hey I'm not able to use Google... tell me how to learn OpenGL". I've just finished a full and deep search but I can't find a good and complete resource to learn the "new" OpenGL avoiding deprecated topics. Can someone heading me in the right direction? I know C++ and I have 10 years of experience in development... where I can find a good resource?! I want to spend time on it and I want to learn deeply. (please feel free to edit my question, my English is terrible!)

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  • What precaution should I take to hire online freelancer designers? [on hold]

    - by tomDev
    For quite some time my company is super busy with our apps, and a few days ago someone contacted me by email offering his services to help me as a graphic designer. He has a fair price, a flickr portfolio (with great stuff but not popular at all), same on Twitter. I was really considering in hiring him for some specific service, but the question is... what precaution should I take when hiring someone I have no idea who is? I can't even be sure I have his real name and his real country. How do I make a contract? How do I pay? How do I know he will not sue us after the graphics reach the App Store asking for more money? And of course, how do I know he will actually do the service and not steal from some stock service? Am I a bit paranoiac or is this a common deal with graphics designers? PS: if someone asks I can provide his flickr, but I think this is a general question and not specific for this designer.

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  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

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  • Inversion of control in Unity?

    - by user3206275
    I am semi-experienced .NET developer who has just began working with Unity. I am trying to decide on how to make IoC work in Unity 4.X ( I have not yet tested anything), and I wonder what are the good ways of achieving it. This post and its answers states that Ninject won't work with Unity, however it is old. Is it still true? If yes, what are other means of achieving IoC in Unity ? Edit 1 : I am targeting mainly Windows platform. So I don't need platform interoperability, I just need it to work.

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

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  • How to determine which thrusters to turn on to rotate the ship?

    - by migimunz
    The configuration of the ship changes dynamically, so I have to determine which thruster to turn on when I want to rotate the ship clockwise or counter clockwise. The thrusters are always axis aligned with the ship (never at an angle) and are either on or off. Here's one of the possible setups: What I've tried so far is to visualize the firing vector and the direction vector to the center of mass of the ship: Unfortunately, I didn't get very far with that.

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  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

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  • Any faster method?

    - by rajeshverma423
    Manhattan distance is used to the center in chess code that uses an 0x88 board . 0x88 board is 128 square. public static final byte DISTANCE[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; Is there any other faster method instead of 0x88 to find distance?

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  • Can XNA Content Pipeline split one content file into several .xnb?

    - by Zeta Two
    Let's say I have an xml file which looks like this <Weapons> <Weapon> <Name>Pistol</Name> ... </Weapon> <Weapon> <Name>MachineGun</Name> ... </Weapon> </Weapons> Would it be possible to use a custom importer/writer/reader to create two files, Pistol.xnb and MachineGun.xnb which I can load individually with Content.Load()? While writing this I realized I could just import a Weapon[] list and split them up with a helper, but I'm still wondering if this is possible?

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • Is this a reliable method of parsing glGetShaderInfoLog()?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information differently from how it's formatted in the error string and also to show the line in the output. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for ERROR:, then read the next number up to :, and then the next, and finally the error description up to the next newline. However, the OpenGL docs say: Application developers should not expect different OpenGL implementations to produce identical information logs. This makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with the line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this?

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  • Knowledge of a Language vs. Games in Portfolio

    - by RedShft
    How important is the knowledge of a language versus the games that you have developed in your portfolio? To be more specific. Personally, I dislike C++ for several reason(mainly due to it's complexity, and pointers, and I prefer D as my language of choice thus far. Due to this, I've written two games in D instead of C++ that are my personal projects. Am I wasting my time with D? Should I start using C++ again? For reference, I have 6 months of experience in C++. It's the first language I learned. I have messed around with SDL/SFML and a bit of Direct3D with C++ as well. Even though I like D, i'd rather not waste my time learning it, if it in no way will help me get a job in the gaming industry.

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