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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 is valid.
believe number of uniform matrix array is limited ?? If not please
correct me)
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 of
the circle shouldn't matter for what I'm trying to do. Now let's say
I have two incoming para
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 fairly certain
I correctly upgraded the program to use the new version, since the
program was so
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?
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,
however, I have a number of questions regarding implementing this with
Bullet:How do you gener
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?
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
was to use the direction of the 2nd derivatives of the curve, however
while this approach looks
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
couple others). I could not find any examples about how to implement
zooming to the center of the sc
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 absolutely no post
processing.The object is rotated abount π/2 on the x-axis. Why?
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;}public bool IntersectsAny(params Rectanglef[]
rectangles){ for (int i = 0; i < rectangl

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