Hi Friends
I Want to make a simple gaming Application in which the user hit the car and car breaks from that point means the image get little deformed when the user hit the car image. I know everything could be possible with using of lots of images and get change when user hit that car image but i don't want to use so many images.
is there any solution for this , how can i deform the image ..sorry for my English but , here i paste a link of the game that is on flash and this is what i exactly want..
http://www.playgecogames.com/file.php?f=657&a=popup
please respond soon
thanks
You don't say if this is in 2D or 3D, or what techniques you're going to use.
If you're implementing the game using OpenGL, it's fairly straightforward. The object can be made up of a regular mesh, with the image as a texture mapped to the mesh. When the user hits the object, you just deform the mesh.
A simple method would be to take a vector in the direction of the hit, displace the nearest vertex by an amount proportional to the force of the strike, and then fan out in to deform the rest of the mesh in decreasing amounts. By deforming the mesh, the image texture will be rendered with all the dents or deformations you like.
If you want to to this without OpenGL and just straight images, you could use image resampling to simulate the effect. You have your original pristine image which is 'filtered' to make up the resulting image. At first there are no deformations so you copy the original image verbatim. Each time the user hits the object, you can add a deformation using a filter or transform within a local region of interest. This function would resample the source image in a distorted manner, causing it to look like the object is damaged.
If you look up some good books on game development, you'll find a great range of approaches to object collisions, deformations and so on.
If you know a bit about image processing technics here is the documentation for accessing the pixels of the image :
Apple Reference
You also have libraries for this such as this one :
simple-iphone-image-processing
But for what you want to do this might not be the easiest way. What I would suggest is that you divide the car into several images depending on what areas can be impacted. Then you just change the image corresponding to the damaged zone each time the car is hit.
I think you should use the cocos2d effects http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide%3aeffects + multiple images. Because there are many parts which drops after the player kick the car. Like when user kick the side mirror you should change the car image with without side mirror car image.
The person that has made that flash game used around 4 images to display the car. If you want the game to be in 2d, the easiest way is to draw the car, cut it into about 4 pieces (: left side + right side (duplicate of the left side) hood and roof).
If you want to "really" deform the car you'll have to use a 3d engine like openGLES.
Id really suggest doing it in 2d :)
I suggest having a look at the cocos2d game engine. You can modify images with effects, which are applied using a virtual grid. Have a look at the effects page in their programming guide.
Related
How to access the 2D mesh of a sprite by code then change the shape of the sprite?
I want to make a game similar to Agario
I just was wondering how to achieve this jelly form when touching objects either by collisions or triggers ?
I would like to see more answers.
Scaling won't get you the kind of deformations you want. Coding deformations the way agar.io does it from scratch is quite difficult. I can see multiple ways of doing this, so I'm going to list them from most recommended to least recommended:
Start with a flat 3D mesh and render your sprite on it as a texture so you basically get a billboard. Then use collision events to get the contact points and use math to figure out how to move the mesh's vertices in response to the contact. You can see someone achieving that effect here and you can see a full blown tutorial for a sphere here, a highly recommended read. Your idea with getting the line from the center of the circle via the contact position and decreasing its length is sound, though the implementation is a bit more complex than that if you want it to behave like agar.io.
Get Anima2D, a free asset that can among other things convert sprites to meshes. Then again use collision events to get the contact points and distort the mesh.
Use Anima2D or a different asset with equivalent capabilities and figure out how to use 2D bones in order to get something like agar.io's effect. You could also try 3D bones on a plane/billboard mesh.
Send the collision data to a vertex shader that is programmed to deform the thing it's rendering.
you can contact gameobjects with Trigger function. That function is working automatically with GameObject's tag names. Here is how you can get Triger function
And also you can change size of GameObjects when they touch each other
More info about scaling
you can code almost anything you want and here is about Mesh of sprite
When implementing a large hexagonal grid (256x256) of tiles in a Unity game, the game becomes very slow and hardly able to function. The hexagons are in a prefab. A script controls the size of the grid and the spacing between each hexagon. How does one go about rendering a 1024x1024 grid of Unity objects?
When the game is built on Win64 it is also still quite slow.
This is an image of hexagons rendered:
http://i.imgur.com/UbA6USt.png
Try making the grid elements static and make sure static batching is turned ON in player settings. This will optimize their rendering significantly. You probably should even go as far as combining them all into a single mesh (see tools like this one for that purpose).
If you can show us the actual scene hierarchy and the actual structure of your grid nodes then we can help even more.
Because of how Unity works, non-static objects have a tendency to get heavy - they each end up with their own transforms and end up getting drawn even when they're not on screen.
It's the reason more minecraft clones aren't seen coming out of Unity.
If you can't set the hexagons to static for some reason (i.e.: creating procedural levels etc), you'll have to perhaps simulate the hexagons through creative shader manipulation (like saving each mesh into a single array of vertices with a second that tracks a corresponding mesh id) or by writing a script that creates/adds vertices and faces to a single mesh on a single game object.
You may also speed up the scene by creating smaller levels and loading/unloading them as the player moves towards them. See: Application.LoadLevelAdditive
First, I just want to introduce to you guys my problem, because it is really complex so you need this to understand it properly.
I am trying to do something with Scene Kit and Swift : I want to reproduce what we can see in the TV Show Doctor Who where the Doctor's spaceship is bigger on the inside, as you can see in this video.
Of course the Scene Kit Framework doesn't support those kind of unreal dimensions so we need to do some sort of hackery to do achieve that.
Now let's talk about my idea in plain english
In fact, what we want to do is to display two completely different dimensions at the same place ; so I was thinking to :
A first dimension for the inside of the spaceship.
A second dimension for the outside of the spaceship.
Now, let's say that you are outside of the ship, you would be in the outside dimension, and in this outside dimension, my goal would be to display a portion of the inside dimension at the level of the door to give this effect where the camera is outside but where we can clearly see that the inside is bigger :
We would use an equivalent principle from the inside.
Now let's talk about the game logic :
I think that a good way to represent these dimensions would be two use two scenes.
We will call outsideScene the scene for the outside, and insideScene the scene for the inside.
So if we take again the picture, this would give this at the scene level :
To make it look realistic, the view of the inside needs to follow the movements of the outside camera, that's why I think that all the properties of these two cameras will be identical :
On the left is the outsideScene and on the right, the insideScene. I represent the camera field of view in orange.
If the outsideScene camera moves right, the insideScene camera will do exactly the same thing, if the outsideScene camera rotates, the insideScene camera will rotate in the same way... you get the principle.
So, my question is the following : what can I use to mask a certain portion of a certain scene (in this case the yellow zone in the outsideView) with what the camera of another view (the insideView) "sees" ?
First, I thought that I could simply get an NSImage from the insideScene and then put it as the texture of a surface in the outsideScene, but the problem would be that Scene Kit would compute it's perspective, lighting etc... so It would just look like we was displaying something on a screen and that's not what I want.
there is no super easy way to achieve this in SceneKit.
If your "inside scene" is static and can be baked into a cube map texture you can use shader modifiers and a technique called interior mapping (you can easily find examples on the web).
If you need a live, interactive "inside scene" you can use the sane technique but will have to render your scene in a texture first (or renderer your inside scene and outer scene one after the other with stencils). This can be done by leveraging SCNTechnique (new in Yosemite and iOS 8). On older versions you will have to write some OpenGL code in SCNSceneRenderer delegate methods.
I don't know if it's 'difficult'. As we have to in iOS , a lot of times the simplest answer ..is the simplest answer.
Maybe consider this:
Map a texture onto a cylinder sector prescribed by the geometry of the Tardis cube shape. Make sure the cylinder radius is equal of the focal point of the camera. Make sure you track the camera to the focal point.
The texture will be distorted because it is a cylinder making onto a cube. The actors' nodes in the Tardis will react properly to the camera but there should be two groups of light sources...One set for the Tardis and one outside the Tardis.
I went through all my resources but I am not getting the scattering effect of an image smoothly. However, I am able to zoom it and I had scattered it but it is not as smooth as I want. I just want to click on a button and it should zoom and the other image should get scatter
I want the image to be scattered as the link given below is it possible in iPhone?
http://www.touchmagix.com/templates/diamond.htm
this is hell lot of graphics. If you intend to achieve this with iPhone sdk, start learning details about CALayer and then try to manipulate the movements of different objects. Which will require lot of coding logic.
My suggestion would be going for Cocos2D and try with the different classes and api's present there. In Cocos2D you can create an image which will act as an actual physical object and you can apply all laws of physics to it. Say if you create a ball, and you push it, the ball will go in the direction of the push and bounce back if it gets hit by any other physical object and you don't require to do any coding for this. Cocos2D takes care of all these things.
Try it.
I'm attempting to build a Lunar Lander style game on the iPhone. I've got Cocos2D and I'm going to use Box2D. I'm wondering what the best way is to build the floor for the game. I need to be able to create both the visual aspect of the floor and the data for the physics engine.
Oh, did I mention I'm terrible at graphics editing?
I haven't used Box2D before (but I have used other 2D physics engines), so I can give you a general answer but not a Box2D-specific answer. You can easily just use a single static (stationary) Box if you want a flat plane as the floor. If you want a more complicated lunar surface (lots of craters, the sea of tranquility, whatever), you can construct it by creating a variety of different physics objects - boxes will almost always do the trick. You just want to make sure that all your boxes are static. If you do that, they won't move at all (which you don't want, of course) and they can overlap without and problems (to simulate a single surface).
Making an image to match your collision data is also easy. Effectively what you need to do is just draw a single image that more or less matches where you placed boxes. Leave any spots that don't have boxes transparent in your image. Then draw it at the bottom of the screen. No problem.
The method I ended up going with (you can see from my other questions) is to dynamically create the floor at runtime and then draw it to the screen.