I been working in a new game, and finally reached the point where I started to code the motion of my main character but I have a doubt about how do that.
Previously, I make two games in Allegro, so the spritesheets are kind of easy to implement, because I establish the frame and position on the image, and save every frame in a different bitmap, but I know that do that with OpenGL it's not neccesary and cost a little bit more.
So, I been thinking in how save my spritesheet and used in my program and I have only one idea.
I loaded the image and transformed in a texture, in my function that help me animate I simply grab a portion of the texture to draw instead of store every single texture in my program.
This is the best way to do that?
Thanks beforehand for the help.
You're on the right track.
Things to consider:
leave enough dead space around each sprite so that the video card does not blend in texels from adjacent sprites at small scales.
set texture min/mag filtering appropriately. GL_NEAREST is OK if you're going for the blocky look.
if you want to be fancy and save some texture memory, there's no reason that the sprites have to be laid out in a regular grid. Smaller sprites can be packed closer in the texture.
if your sprites are being rendered from 3D models, you could output normal & displacement maps from the model into another texture, then combine them in a fragment shader for some awesome lighting and self-shadowing.
You got the right idea, if you have a bunch of sprites it is much better to just stick them all in one big textures. Just draw your sprites as textured quads whose texture coordinates index into the frame of the sprite. You can do a few optimizations, but most of them revolve around trying to get the most out of your texture memory and packing the sprites closely together with out blending issues.
I know that do that with OpenGL it's not neccesary and cost a little bit more.
Why not? There are no real downsides to putting a lot of sprites into a single texture. All you need to do is change the texture coordinates to pick the region in question out of the texture.
Related
I'd like to do a cartoony 3D character, where the facial features are flat-drawn and animated in 2D. Sort of like the Bubble Guppies characters.
I'm struggling with finding a good method to do it. I'm using Libgdx, but I think the potential methodologies could apply to any game engine.
Here are ideas I thought of, but each has drawbacks. Is there a way this is commonly done? I was just playing a low-budget Wii game with my kids (a Nickelodeon dancing game) that uses this type of animation for the faces.
Ideas:
UV animation - Is there a way to set up a game model (FBX format) so that certain UV's are stored in various skins? Then the UV's could jump around to various places in a sprite map.
Projected face - This idea is convoluted. Use a projection of a texture onto the model with a vertex shader uniform that shifts the UV's of the projected texture around. So basically, you'd need a projection matrix that's set up to move the face projection around with the model. But you'd need enough padding around the face frame sprites to keep the rest of the model clear of other parts of the sprite map. And this results in a complicated fragment shader that would not be great for mobile.
Move flat 3D decal with model - Separately show a 3D decal that's lined up with the model and batched as a separate mesh in the game. The decal could just be a quad where you change the UV attributes of the vertices on each frame of animation. However, this method won't wrap around the curvature of a face. Maybe it could be broken down to separate decals for each eye and the mouth, but still wouldn't look great, and require creating a separate file to go with each model to define where the decals go.
Separate bone for each frame of animation - Model a duplicate face in the mesh for every frame of animation, and give each a unique bone. Animate the face by toggling bone scales between zero and one. This idea quickly breaks down if there are more than a few frames of animation.
Update part of skin each frame - Copy the skin into an FBO. Draw the latest frame of animation into the part of the FBO color texture that contains the face. Downsides to this method are that you'd need a separate copy of the texture in memory for every instance of the model, and the FBO would have to either do a buffer restore every frame (costly) or you'd have to redraw the entire skin into the FBO each frame (also costly).
I have other ideas that are considerably more difficult than these. It feels like there must be an easier way.
Edit:
One more idea... Uniform UV offset and vertex colors - This method would use vertex colors since they are easily supported in all game engines and modeling packages, but in many cases are unused. In the texture, create a strip of the frames of animation. Set up the face UV's for the first frame. Color all vertices with Alpha 0 except the face vertices, which can be colored Alpha 1. Then pass a UV face offset uniform to the vertex shader, and multiply it by a step function on the vertex colors before adding it to the UVs. This avoids the downsides of all the above methods: everything could be wrapped into one texture shared by all instances of the model, and there would be no two-pass pixels on the model except possibly where the face is. The downside here is a heftier model (four extra attributes per vertex, although perhaps the color could be baked down to a single byte).
Your shader could receive 2 textures, one for the body, and one for the face. The face one being transparent so you could overlay it on top of the body one. Then you just need to send a different face texture based on the animation.
I am struggling with the same problem with implementing a 2d animation to a background billboard in my 3d scene.
I believe that Using Decals is the simplest solution, and implementing the animation is as easy as updating the decal’s TextureRegion according to an Animation object:
TextureRegion frame = animation.getKeyFrame(currentFrameTime, true);
decal.setTextureRegion (frame);
I guess the real problem in your case is positioning the decal inside the scene.
One solution could be using your 3D modeling software for modeling a "phantom" mesh that will store the position of the decal.
The "phantom" mesh will not be rendered with all the other 3d elements, instead it will be used to determine the position of the decals vertices. The only thing you’ll need to do is copy the “phantom” position vertices and paste them to the decal.
I hadn’t got to implement this solution yet, but theoretically it could be relatively easily done.
Hope this idea will help you, and I will appreciate you sharing other solutions/code to this problem if you find any.
Cocos2d-iPhone, 1.0.1.
My game has a map. And I have an array containing NSValues (CGRects) that basically represent the collisions in the map. Anyway, what I need is to literally create a texture which is pretty much a grey background with black-filled rectangles representing my rects, and later I'll use this texture to create my minimap.
Anyway, the problem is the texture-creation part. I want to know about this, because creating CCSprites to represent my rectangles is a bit impossible (they're hundreds per map!). I also considered drawing primitives with stuff like CCDrawLine and such, but I'm not so sure about this.
What do you recommend? How would you create a texture?
Creating a minimap means creating a scaled down version of whatever map you're using to represent the game world.
One approach that might work is to scale down your map layer (CCTMXTiledMap?) so it fits the size of your minimap. Then render it onto a CCRenderTexture. This may be time consuming so it's a good idea not to update the minimap render texture every frame.
Alternatively loop over your tilemap, and for each tile render a single pixel at the appropriate position onto the render texture using a given color based on the tile's type (grass, mountain, water, etc). If the resulting minimap is too large or small, place 2x2 pixels or more or scale down the rendertexture.
Sounds like a tile-based game to me.
I recently started looking at cocos2d game development.
What's the difference between sprite and texture?
Maybe I could through in 'bitmap' in there. What is a bitmap?
They all seem to be the same thing as 2d image.
A texture is an in-memory image that the device can draw onto the screen.
A sprite actually draws the texture, or just a specific rectangle of the texture, on the screen. The sprite can be scaled, rotated, positioned, skewed, tinted (colorized) among other things.
Multiple sprites can share the same texture. The texture is only loaded to memory once regardless of how many sprites are using the same texture. Moreover with CCSpriteBatchNode you can "batch" the drawing of all sprites that are using the same texture to achieve better performance.
A bitmap is a general term for a computer image where each pixel is represented by one or more bits. There's also the image format BMP which is/was popular on Windows. Most people would just say "image" these days as there are other forms of "bitmaps" that are not images. For example in AI code you often have bitmaps (arrays of bits) that represent state information of the AI or pathfinding algorithms for all areas of the game world. Ie each area in the world could have a "blocking" bit, or a "resource" bit that helps the AI making decisions.
See also Wikipedia:
Texture Mapping
Bitmap
you can load texture into memory, for example your file with image is texture. sprite is object with set of parameters, several of them are pointer to the texture, size and texture coordinate.
you can load texture 2048x2048 into memory, then create sprite with part of this texture.
I'm creating a tile-based game in C# with OpenGL and I'm trying to optimize my code as best as possible.
I've read several articles and sections in books and all come to the same conclusion (as you may know) that use of VBOs greatly increases performance.
I'm not quite sure, however, how they work exactly.
My game will have tiles on the screen, some will change and some will stay the same. To use a VBO for this, I would need to add the coordinates of each tile to an array, correct?
Also, to texture these tiles, I would have to create a separate VBO for this?
I'm not quite sure what the code would look like for tiling these coordinates if I've got tiles that are animated and tiles that will be static on the screen.
Could anyone give me a quick rundown of this?
I plan on using a texture atlas of all of my tiles. I'm not sure where to begin to use this atlas for the textured tiles.
Would I need to compute the coordinates of the tile in the atlas to be applied? Is there any way I could simply use the coordinates of the atlas to apply a texture?
If anyone could clear up these questions it would be greatly appreciated. I could even possibly reimburse someone for their time & help if wanted.
Thanks,
Greg
OK, so let's split this into parts. You didn't specify which version of OpenGL you want to use - I'll assume GL 3.3.
VBO
Vertex buffer objects, when considered as an alternative to client vertex arrays, mostly save the GPU bandwidth. A tile map is not really a lot of geometry. However, in recent GL versions the vertex buffer objects are the only way of specifying the vertices (which makes a lot of sense), so we cannot really talked about "increasing performance" here. If you mean "compared to deprecated vertex specification methods like immediate mode or client-side arrays", then yes, you'll get a performance boost, but you'd probably only feel it with 10k+ vertices per frame, I suppose.
Texture atlases
The texture atlases are indeed a nice feature to save on texture switching. However, on GL3 (and DX10)-enabled GPUs you can save yourself a LOT of trouble characteristic to this technique, because a more modern and convenient approach is available. Check the GL reference docs for TEXTURE_2D_ARRAY - you'll like it. If GL3 cards are your target, forget texture atlases. If not, have a google which older cards support texture arrays as an extension, I'm not familiar with the details.
Rendering
So how to draw a tile map efficiently? Let's focus on the data. There are lots of tiles and each tile has the following infromation:
grid position (x,y)
material (let's call it "material" not "texture" because as you said the image might be animated and change in time; the "material" would then be interpreted as "one texture or set of textures which change in time" or anything you want).
That should be all the "per-tile" data you'd need to send to the GPU. You want to render each tile as a quad or triangle strip, so you have two alternatives:
send 4 vertices (x,y),(x+w,y),(x+w,y+h),(x,y+h) instead of (x,y) per tile,
use a geometry shader to calculate the 4 points along with texture coords for every 1 point sent.
Pick your favourite. Also note that directly corresponds to what your VBO is going to contain - the latter solution would make it 4x smaller.
For the material, you can pass it as a symbolic integer, and in your fragment shader - basing on current time (passed as an uniform variable) and the material ID for a given tile - you can decide on the texture ID from the texture array to use. In this way you can make a simple texture animation.
I want to make a game with Worms-like destructible terrain in 2D, using OpenGL.
What is the best approach for this?
Draw pixel per pixel? (Uh, not good?)
Have the world as a texture and manipulate it (is that possible?)
Thanks in advance
Thinking about the way Worms terrain looked, I came up with this idea. But I'm not sure how you would implement it in OpenGL. It's more of a layered 2D drawing approach. I'm posting the idea anyway. I've emulated the approach using Paint.NET.
First, you have a background sky layer.
And you have a terrain layer.
The terrain layer is masked so the top portion isn't drawn. Draw the terrain layer on top of the sky layer to form the scene.
Now for the main idea. Any time there is an explosion or other terrain-deforming event, you draw a circle or other shape on the terrain layer, using the terrain layer itself as a drawing mask (so only the part of the circle that overlaps existing terrain is drawn), to wipe out part of the terrain. Use a transparent/mask-color brush for the fill and some color similar to the terrain for the thick pen.
You can repeat this process to add more deformations. You could keep this layer in memory and add deformations as they occur or you could even render them in memory each frame if there aren't too many deformations to render.
I guess you'd better use texture-filled polygons with the correct mapping (a linear one that doesn't stretch the texture to use all the texels, but leaves the cropped areas out), and then reshape them as they get destroyed.
I'm assuming your problem will be to implement the collision between characters/weapons/terrain.
As long as you aren't doing this on opengl es, you might be able to get away with using the stencil buffer to do per-pixel collision detection and have your terrain be a single modifyable texture.
This page will give an idea:
http://kometbomb.net/2007/07/11/hardware-accelerated-2d-collision-detection-in-opengl/
The way I imagine it is this:
a plane with the texture applied
a path( a vector of points/segments ) used for ground collisions.
When something explodes, you do a boolean operation (rectangle-circle) for the texture(revealing the background) and for the 'walkable' path.
What I'm trying to say is you do a geometric boolean operation and you use the result to update the texture(with an alpha mask or something) and update the data structure you use to keep track of the walkable area(which ever that might be).
Split things up, instead of relying only on gl draw methods
I think I would start by drawing the foreground into the stencil buffer so the stencil buffer is set to 1 bits anywhere there's foreground, and 0 elsewhere (where you want your sky to show).
Then to draw a frame, you draw your sky, enable the stencil buffer, and draw the foreground. For the initial frame (before any explosion has destroyed part of the foreground) the stencil buffer won't really be doing anything.
When you do have an explosion, however, you draw it to the stencil buffer (clearing the stencil buffer for that circle). Then you re-draw your data as before: draw the sky, enable the stencil buffer, and draw the foreground.
This lets you get the effect you want (the foreground disappears where desired) without having to modify the foreground texture at all. If you prefer not to use the stencil buffer, the alternative that seems obvious to me would be to enable blending, and just manipulate the alpha channel of your foreground texture -- set the alpha to 0 (transparent) where it's been affected by an explosion. IMO, the stencil buffer is a bit cleaner approach, but manipulating the alpha channel is pretty simple as well.
I think, but this is just a quick idea, that a good way might be to draw a Very Large Number of Lines.
I'm thinking that you represent the landscape as a bunch of line segments, for each column of the screen you have 0..n vertical lines, that make up the ground:
12 789
0123 6789
0123456789
0123456789
In the above awesomeness, the column of "0":s makes up a single line, and so on. I didn't try to illustrate the case where a single pixel column has more than one line, since it's a bit hard in this coarse format.
I'm not sure this will be efficient, but it at least makes some sense since lines are an OpenGL primitive.
You can color and texture the lines by enabling texture-mapping and specifying the desired texture coordinates for each line segment.
Typically the way I have seen it done is to have each entity be a textured quad, then update the texture for animation. For a destructible terrain it might be best to break the train into tiles then you only have to update the ones that have changed. Don't use GLdrawpixels it is probably the slowest approach possible (outside of reloading textures from disk every frame though it would be close.)