2D need help in making a simple radar for game

Recommended Posts

hi i am new to opengl can someone here tell me how to render this 2d shape i want to make curve or arc in 2d in between two lines its a rough sketch i made i tried the internet but could not find much help beacuse their were no specific tutorials of making arcs or curves

Untitled.png

Share this post


Link to post
Share on other sites

The exact same way you draw a normal line just put points on a mathematical curve.

For tutorials on this you need to search the name of the curve you want. For example I found this:  http://www.openglprojects.in/2015/12/drawing-bezier-curves-in-opengl-c.html#gsc.tab=0 while searching for " opengl bezier curve tutorial".

Edit: For a radar you will have a much easier time using sprite sheets.

Edited by Scouting Ninja

Share this post


Link to post
Share on other sites
13 minutes ago, markshaw001 said:

can i render an texture or draw anything behind sprite sheet 

If it has a alpha yes. Alpha sorting is a bit of a pain when your new however it is important so learning it isn't a bad idea.

Have you considered using a engine or is learning how to do these things your main goal?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Forum Statistics

    • Total Topics
      628707
    • Total Posts
      2984310
  • Similar Content

    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
    • By Dafu
      Hello all,
      I've been hard at work on a new retro pixel-perfect framework called FES Retro Game Framework. It is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      My own game I started working on using FES, a roguelike, very early: https://simmer.io/@Dafu/merl
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
       
       
    • By Benjamin Shefte
      Hey there,  I have this old code im trying to compile using GCC and am running into a few issues..
      im trying to figure out how to convert these functions to gcc
      static __int64 MyQueryPerformanceFrequency() { static __int64 aFreq = 0; if(aFreq!=0) return aFreq; LARGE_INTEGER s1, e1, f1; __int64 s2, e2, f2; QueryPerformanceCounter(&s1); s2 = MyQueryPerformanceCounter(); Sleep(50); e2 = MyQueryPerformanceCounter(); QueryPerformanceCounter(&e1); QueryPerformanceFrequency(&f1); double aTime = (double)(e1.QuadPart - s1.QuadPart)/f1.QuadPart; f2 = (e2 - s2)/aTime; aFreq = f2; return aFreq; } void PerfTimer::GlobalStart(const char *theName) { gPerfTimerStarted = true; gPerfTotalTime = 0; gPerfTimerStartCount = 0; gPerfElapsedTime = 0; LARGE_INTEGER anInt; QueryPerformanceCounter(&anInt); gPerfResetTick = anInt.QuadPart; } /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// void PerfTimer::GlobalStop(const char *theName) { LARGE_INTEGER anInt; QueryPerformanceCounter(&anInt); LARGE_INTEGER aFreq; QueryPerformanceFrequency(&aFreq); gPerfElapsedTime = (double)(anInt.QuadPart - gPerfResetTick)/aFreq.QuadPart*1000.0; gPerfTimerStarted = false; }  
      I also tried converting this function (original function is the first function below and my converted for gcc function is under that) is this correct?:
      #if defined(WIN32) static __int64 MyQueryPerformanceCounter() { // LARGE_INTEGER anInt; // QueryPerformanceCounter(&anInt); // return anInt.QuadPart; #if defined(WIN32) unsigned long x,y; _asm { rdtsc mov x, eax mov y, edx } __int64 result = y; result<<=32; result|=x; return result; } #else static __int64 MyQueryPerformanceCounter() { struct timeval t1, t2; double elapsedTime; // start timer gettimeofday(&t1, NULL); Sleep(50); // stop timer gettimeofday(&t2, NULL); // compute and print the elapsed time in millisec elapsedTime = (t2.tv_sec - t1.tv_sec) * 1000.0; // sec to ms elapsedTime += (t2.tv_usec - t1.tv_usec) / 1000.0; // us to ms return elapsedTime; } #endif Any help would be appreciated, Thank you!
    • By ORmorni
      I am working on a multiplayer Android game using OpenGL ES in Android Studio. The game is planned as a 2d top-down shooter, in which the players survive while defeating waves of enemies. Coordination between the players is required to defeat the enemies, due to the enemy design - for an example, some enemies can be seen only by the player they target, and must be killed by others.
      I have already implemented basic menus and mechanics for the game, and am currently searching for a 2d artist to create graphics for the game.
      I can be contacted at ron_solan@walla.com
  • Popular Now