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OpenGLES 2.0, handling multiple model matrix with interleaved vertex buffer
Game Development
I have 100 different object, and vertices for those objects stored in one vertex buffer.My question is if each object has different Model Matrix (so they are moving or rotating differently), then how should I handle that??These are what I was currently thinking:Apply model matrix on CPU side. So, apply model matrix and send to buffer. Not apply on shaderUse uniform model matrix. (But not sure this

Rotating one object to track another in worldspace
Game Development
This should be pretty straightforward, but its been awhile and my brain has officially turned off for the holidays :-) To keep things simple, lets assume everything is in 2D space. I've got a large circle, who's centre will be the origin (0,0). Now lets say I've got Object A, who is sitting inside this circle at the origin, and is facing a direction (0,1), the positive y direction. Circumference

Are there multiple valid definitions for what translate, rotate and scale do?
Game Development
Are there multiple valid definitions for what translate, rotate and scale do to the 4x4 matrix?I bring up this question, because I have a simple webgl program that draws a square and does a few translate, rotate, and scale transformations. When I originally wrote the program I was using glMatrix v0.9.5. I upgraded the glMatrix to v2.2 and now the square is in a different position and rotation.I'm

How do graphics evolve so much on the same console hardware?
Game Development
Is it only a matter of code optimization?Do game developers plan to start small on a new hardware, to have space to evolve while creating a series of that game?Are computer graphics breakthroughs common enough to happen in a console lifetime?

How can I extend btCollisionAlgorithm to enable collision with a voxel terrain?
Game Development
I am using Bullet, and am attempting to make a collision algorithm that generates contact points off of a cube-based terrain along with the appropriate collision response. I also plan to extend this to include non-box shapes too, however that is not vital at the moment. I've found that using a triangle mesh is too much of a RAM hog for large maps.I have tried the procedure outlined by Byte56 here,

GLES2-AnchorCenter branch has no org.andengine.util.color.Color
Game Development
I am porting my game from GLES2 to GLES2-AnchorCenter branch. I am usingimport org.andengine.util.HorizontalAlign;import org.andengine.util.color.Color;import org.andengine.entity.particle.modifier.ExpireParticleInitializer;... but these aren't available in GLES2-AnchorCenter branch, it seems.Could anybody guide me on this?

Bending of track in a racing game
Game Development
I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point.My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'.My idea

Orthographic Zooming with 0,0 at top/left
Game Development
I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of explanations and samples on how to do this if (0,0) is the center of the screen with the orthographic projection. The problem is, my ortho projection has (0,0) at the top-left (similar to XNA/Monogame, and a

Importing an object from Blender into a scene, rotation on X axis?
Game Development
This is my situation:I save the scene with blender no export with any processing steps.Blender has x right y up -z into the scene for the view coordinates (OpenGL)I have x right y up -z into the scene for the view coordinates (OpenGl)Bleneder has x/y plane and z up as world coordinatesI have x/y plane and z up as world coordinatesI load the mesh with assimp directly from the blend file with absolu

2D collision resolving
Game Development
I've just worked out an AABB collision algorithm for my 2D game and I was very satisfied until I found out it only works properly with movements of 1 in X and 1 in Y... here it is:public bool Intersects(Rectanglef rectangle){ return this.Left < rectangle.Right && this.Right > rectangle.Left && this.Top < rectangle.Bottom && this.Bottom > rectangle.Top;}pu




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