Posts Tagged ‘libgdx’

Modifying textures using libGDX Pixmap in runtime – Explained

Wednesday, January 4th, 2012

We have previously shown a bit how we were using LibGDX Pixmap to modify textures in runtime here and here for a game prototype we were doing. In this post I want to share more detail of how we do that. The objective was to make destructible terrain like in Worms 2.

Introduction

When you work with OpenGL textures, you can’t directly modify their pixels whenever you want since they are on OpenGL context. To modify them you have to upload an array of bytes using glTexImage2D or glTexSubImage2D. The problem is you have to maintain on the application side an array of bytes representing the modifications you want to do.

To simplify working with byte arrays representing images, LibGDX provides a useful class named Pixmap which is a map of pixels kept in local memory with some methods to interact with a native library to perform all modifications with better performance.

Moving data from Pixmap to OpenGL Texture

In our prototypes, we wanted to remove part of the terrain whenever a missile touches it, like a Worms 2 explosion. That means we need some way to detect the collisions between the missile and the terrain and then a way to remove pixels from a texture.

We simplified the first problem by getting the color of the pixel only for the missile’s position and checking if it was transparent or not. A more correct solution could be using a bitmap mask to check collisions between pixels but we wanted to simplify the work for now.

For the second problem, given a radius of explosion of the missile, we used the pixmap fillCircle method by previously setting the color to (0,0,0,0) (fully transparent) and disabled Pixmap blending to override those pixels.

But that only modified the pixmap data, now we needed to modify the OpenGL texture. To do that, we called OpenGL glTexImage2D using the bytes of the pixmap as the new texture data and that worked correctly.

Transforming from world coordinates to Pixmap coordinates

One problem when working with pixmaps is we have to map world coordinates (the position of the missile for example) to coordinates inside the Pixmap.


This image shows the coordinate system of the Pixmap, it goes from 0 to width in x and 0 to height in y.


This image shows how we normally need to move, rotate and resize the Pixmap in a game.

To solve this, we are using a LibGDX Sprite to maintain the Pixmap transformation, so we can easily move, rotate and scale it. Then, we can use that information to project a world coordinate to Pixmap coordinate by applying the inverse transform, here is the code:

	public void project(Vector2 position, float x, float y) {
		position.set(x, y);

		float centerX = sprite.getX() + sprite.getOriginX();
		float centerY = sprite.getY() + sprite.getOriginY();

		position.add(-centerX, -centerY);

		position.rotate(-sprite.getRotation());

		float scaleX = pixmap.getWidth() / sprite.getWidth();
		float scaleY = pixmap.getHeight() / sprite.getHeight();

		position.x *= scaleX;
		position.y *= scaleY;

		position.add( //
				pixmap.getWidth() * 0.5f, //
				-pixmap.getHeight() * 0.5f //
		);

		position.y *= -1f;
	}

(note: it is the first version at least, it could have bugs and could be improved also)

To simplify our work with all this stuff, we created a class named PixmapHelper which manage a Pixmap, a Texture and a Sprite, so we could move the Sprite wherever we wanted to and if we modify the pixmap through the PixmapHelper then the Texture was automatically updated and hence the Sprite (since it uses internally the Texture).

The next video shows how we tested the previous work in a prototype were we simulated cluster bombs (similar to Worms 2):

Some adjustments to improve performance

Instead of always working with a full size Pixmap by modifying it and then moved to the OpenGL texture, we created smaller Pixmaps of fixed sizes: 32×32, 64×64, etc. Then, each time we needed to make an explosion, we used the best Pixmap for that explosion and then we called glTexSubImage2D instead glTexImage2D to avoid updating untouched pixels. One limitation of this modification is we have to create and maintain several fixed size pixmaps depending on the modification size. Our current greater quad is 256×256 (almost never used).

Then, we changed to store each modification instead performing them in the moment the PixmapHelper erase method was called, and we added an update method which performs all modifications together. This improvement allow us to call Pixmap update method when we wanted, maybe one in three game updates or things like that.

Conclusion

Despite using LibGDX Pixmap for better performance, moving data to and from OpenGL context is not a cheap operation, on Android devices this could means some pauses when refreshing the modified textures with the new data. However, there is a lot of space for performance improvement, some ideas are to work only with pixmap of less bits instead RGBA8888 and use that one as the collisions context and as the mask of the real image (even using shaders), between other ideas.

Finally, the technique looks really nice and we believe that it could be used without problems for a simple game but it is not ready yet to manage a greater game like Worms 2.

Hope you like the technique and if you use it, maybe even also share your findings.

P.S.: In case you were wondering: yes, I love Worms 2.

VN:F [1.9.11_1134]
Rating: 0.0/5 (0 votes cast)

Detecting collisions using libGDX Pixmap

Monday, October 10th, 2011

I keep making prototypes about what I talk in the previous post, in this case I made an example of how to interact between the game entities (the bombs in the video) and the Pixmap data (the platform of the video) by adding some kind of basic collision detection checking the Pixmap’s pixels with alpha value different from zero. I only wanted to share the a video showing the experiment:

As always, hope you like it. Probably more information on next posts.

VN:F [1.9.11_1134]
Rating: 5.0/5 (2 votes cast)

Modifying textures using libGDX Pixmap in runtime

Thursday, October 6th, 2011

Since the beginning of Super Flying Thing, I wanted the game to behave in some aspects similar to Worms (and other games). One of those aspects is the destructible terrain, I love that feature and that is why I am prototyping some stuff to see if we can add that feature to the game or not.

The next video shows how I am using the Pixmap class of libGDX library to modify textures dynamically.

In the previous video there are two textures, they start with the same pixmap data. Then I start to paint and erase pixels from each texture to show how the pixmap operations works over the two pixmaps. Finally, I start rotating both textures and then paint and erase stuff again, to show how I am transforming from game world coordinates to each pixmap coordinates.

Pros

Destructible terrain. If that works, then we could add some new game play options, like throwing missiles (weapons!!) or killing yourself in order to destroy some part of the map and open paths. Or some power like a shield or something where you move through the terrain destroying it.

We could create some kind of in game level editor for people to make their own levels (and possibly share their stuff). We could make that now using tiles maybe, but I believe making the levels from textures could be easily used by any player (maybe kids). I feel like an in game level editor similar to Inkscape (what I am using right now) is advanced stuff for a typical player.

We could also make more interesting random levels (using some other techniques).

Cons

Having to handle all this texture modification information implies we have to use more memory since we can’t reuse textures, and that could be a problem in limited devices.

Another problem is that textures created with Pixmaps are not being managed by libGDX, that means if the game is paused (you had a phone call for example) and the textures were disposed, then when the games continues the texture data will not be automatically loaded by the library, so we need to manage the texture ourselves.

Also, we will probably lose Box2D collisions calculations as our world is currently made by Box2D polygons, and we will have to create our own bitmap collision calculations.

Conclusion

Working the terrain as textures is really interesting but also harder and we have to prototype more to know if this is possible or not. However, I will keep dreaming with this feature.

Hope you the post, and if you know some techniques that could help or want to make another contribution, feel free to comment, we will appreciate it.

VN:F [1.9.11_1134]
Rating: 4.3/5 (3 votes cast)

Testing Android controls on libGDX PC application using libGDX remote

Friday, September 9th, 2011

When testing our games, sometimes we only need to test the game controls on the Android devices, not all the game, and deploying it on the device is always slower than running it on the PC.

The LibGDX library provides a way to send your Android device input data to through the network, one of the possible uses is to control your libGDX PC application with it.

Here is a demo video using the remote input, made by libGDX team:


(note: magic starts after minute 2)

In the case of Super Flying Thing, we need it when testing and debugging some controls that cannot be tested directly on PC like the TiltController for example (we need device orientation data). Recently, we starting using it also to test and customize other controls like the the ClassicController (despite it has a bit of lag in some cases).

Sadly, my camera is also my android phone so I can’t make a video of how we are using it.

One interesting point of this is that we could use multiple android devices (and probably other devices like iPod/iPhone/iPad/others) to create multiple wireless controllers for PC, and that, for example, could be funny if we want to make a local multiplayer game.

Another interesting point is that you could implement your own remote input server to read the device input data sent by the GDX Remote Android Application, so you wouldn’t be forced to use libGDX in your server application.

VN:F [1.9.11_1134]
Rating: 5.0/5 (1 vote cast)

Simplifying building bodies and joints with libGDX Box2D – 2

Tuesday, July 12th, 2011

BodyBuilder, which I commented on a previous post, has been updated to work with multiple fixtures, keeping simplicity.

Internally, it uses a FixtureDef builder named FixtureDefBuilder which lets you specify a fixture definition for each fixture.

Here is an example of how it looks now it supports multiple fixture definitions:

Body body = bodyBuilder
		.fixture(bodyBuilder.fixtureDefBuilder()
				.circleShape(radius * 0.1f)
				.categoryBits(CategoryBits.MiniPlanetCategoryBits)
				.restitution(0f))
		.fixture(bodyBuilder.fixtureDefBuilder()
				.circleShape(radius)
				.categoryBits(CategoryBits.AllCategoryBits)
				.sensor())
		.position(x, y)
		.mass(1f)
		.type(BodyType.StaticBody)
		.userData(e)
		.build();

The previous example shows how to declare two fixtures for a Body, one of them is a sensor. For you to know, I am using that code in Super Flying Thing to declare the destination planet (that’s the name for now), the sensor is to detect when the ship is near to trigger an event and then attach it to the planet by creating a Box2D Joint.

If you are a game programmer, it could be useful to maintain your code clean and simple.

VN:F [1.9.11_1134]
Rating: 5.0/5 (2 votes cast)

Simplifying building bodies and joints with libGDX Box2D

Monday, June 27th, 2011

In almost all of our latest games we are using libGDX as our main game library. As it comes with a wrapper of well known physics library Box2D, we are using it as well.

Some times when creating a Box2D body, you have to initialize a lot of stuff, you have to create a BodyDef and a FixtureDef and then create the Body with the BodyDef, after that create the fixture on the body using the FixtureDef, it could be a bit confuse.

The next code snippet shows an example of that:

	BodyDef bodyDef = new BodyDef();
	FixtureDef fixtureDef = new FixtureDef();

	bodyDef.type = BodyType.StaticBody;
	bodyDef.bullet = false;
	// ... more stuff

	Shape shape = new CircleShape();
	shape.setRadius(radius);

	fixtureDef.shape = shape
	fixtureDef.friction = 1f;
	// ... more fixtureDef stuff

	Body body = world.createBody(bodyDef);
	body.createFixture(fixtureDef);

To improve this a bit, I have created a BodyBuilder which lets you build Box2D physics bodies in less code lines.

The following code snippet shows an example of using the BodyBuilder:

	Body body = bodyBuilder
			.mass(1000f)
			.circleShape(radius * 0.1f)
			.position(x, y)
			.restitution(0f)
			.type(BodyType.StaticBody)
			.categoryBits(MiniPlanetCategoryBits)
			.build();

As you can see, it looks smaller and cleaner. However, it has the limitation (because I was lazy when I did the class) it works for only one fixture def, if you want to build a complex body that will be a problem.

There is also a similar builder for Joints named JointBuilder but it is just started.

The following code snippet shows an example of using the JointBuilder:

	Joint joint = jointBuilder.distanceJoint()
			.bodyA(bodyA)
			.bodyB(bodyB)
			.collideConnected(false)
			.length(1.5f)
			.build();

If you are using libGDX Box2D as well, both classes could be of help despite they are incomplete.

VN:F [1.9.11_1134]
Rating: 5.0/5 (4 votes cast)