Writing text on a sphere in unity - text

I am using unity software for making a word drop game in which letters will be craved on the surface of ball(sphere) will fall from above and the user have to join them to form a word just like bubble game but balls will contain words
The problem is that i do not know how to crave the letters on the surface of ball so that when they fall from above different letters dynamically form on those balls
i tried to use GUI text but as i am a beginner in making games and on unity software i don't know how to use it
can anyone tell me how to right a script for this problem??

make materials or textures of alphabets
and add it to sphere..use 2 alphabets in single texture
so that it will appear on other side of sphere....

Related

Do I need to Have 16 character sprites if I have 4 classes and 4 races?

So I've started development on a rouge-like platformer. It would be difficult to explain exactly what it's like, but that doesn't matter. What does matter is how many sprites I need.
I have 4 classes and 4 races. (As of now, may add more later) Thief, Warrior, Wizard, and Archer. They all have different suits. As for race; Human, Elven, Reptillian, and Dwarven. Since the player can choose their race and class, do I need to make a sprite of every movement option for every combination of these? That would equal up to 16 different sprites. But since I'm adding movement, jumping, attacking, etc... Ugh I'm getting a headache just thinking about it, Help please?
you can do this with skeletal animation sprites.
You need to have a body sprite for each class and each race, but you can have a bone, and split the bone from bodies. Then you animate the bone, and allocate the proper body to it.
means that you design a run animation for bone, then when you need to play animation for any class and race, just apply the bone to specific sprites.
see this.
You will have to do a lot of drawing anyway, but what you can do is separate the classes and the races from the different movements. For exemple, draw a body without any outfit and any race specific attribut (assuming the dwarf and the elven have the same body size... ). Draw this body in all the positions you want. Then draw sprites with the only the heads of every characters, and then the outfits without anything int them.
Then, for each character, in the draw event, draw the standard body, then the character specific head, then the outfit.
The trick is to draw your body animations in such a way that the outfit and the head stay approximately the same during the movements, and the body does all the moving.
But in the end, all depends on the style you want. I would recommend my solution if you do some pixel art. Otherwise, if your characters are very detailed, you may want to use the skeletal animations as Ali Bahrami suggested.
i recommend creating a basic sprite for each race and then copying it and just adding the appropriate clothing / armour for each class.

Identifying teeth area within a mouth region in an image

I am trying to do an image manipulation wherein the user would be prompted to enclose the mouth portion within an image. Once the user does that my application should identify the pixels that would identify the teeth (the color varying from white to yellow) and then I would like to brighten only those pixel. Could anyone give me a guidance on how to proceed?
Your question is quite honestly, very broad as an adequate answer will touch on a large number of areas.
Nevertheless, what you are trying to attempt is called Pattern Recognition. More specifically, your problem is geared towards image-analysis, dealing mainly in Template Matching:
Template matching is a technique in digital image processing for
finding small parts of an image which match a template image. It can
be used in manufacturing as a part of quality control, a way to
navigate a mobile robot, or as a way to detect edges in images.
The Template Matching page has a C-like language sample algorithm which demonstrates what you are attempting to do (identify a specific color within an image).
As for how to go about this, generally speaking you will have to load an image, store it into an array then try to manipulate it as the algorithm suggests:
One way to perform template matching on color images is to decompose
the pixels into their color components and measure the quality of
match between the color template and search image using the sum of the
absolute differences (SAD) computed for each color separately.
Of course, there are numerous projects in various languages that do that for you. My suggestion is to read up a bit more on the topic, pick a language, and attempt a solution using libraries as necessary.
One book that you might find to be very helpful is the classic Phillips: Image Processing in C even if you don't want to use C. Why? Because it pores over a lot of the algorithmic details in how they work, and how to implement them. And, its free too.

How to check if two pictures "touching" each others?

I'm writing a game in wich the user is having a spaceship and need to "kill" some enemeis that wiil try to kill him back.
I have a "Texture 2d" for the user's spaceship picture,a bullet picture and an enemy picture.
I would like to know,after the user has shoot the bullet to the enemy,how can I check that the bullet has hurts the enemy?
In other words - what function checks that one picture is "covering" (even partial) another one?
Thnx!
:-)
Please have a look into the topic "2D Collision Detection". As you are using XNA the following site should give you a good start:
http://www.progware.org/Blog/post/XNA-2D-Basic-Collision-Detection.aspx
Basically you need to detect when two non-transparent pixels are overlapping, but to prevent unnecessary calculations, you first check if the bounding box for your ship and the enemy ships is even overlapping (since the pixels won't overlap if the bounding boxes don't).
Riemers.net has a good tutorial. Here's a good sample project on per-pixel collision detection from the app hub.
I'm unaware of any pre-existing API functions that do this, but implementing it yourself will be a good exercise.
You should know the x/y coordinates of each of your picture's origins. You should also know the dimensions of each picture.
You can calculate the bounding box of a picture, and whether there exist any points in common.

Modifying a model and texture mid-game code

Just have a question for anyone out there who knows some sort of game engine pretty well. What I am trying to implement is some sort of script or code that will allow me to make a custom game character and textures mid-game. A few examples would be along the lines of changing facial expressions and body part positions in the game SecondLife. I don't really need a particular language, feel free to use your favorite, I'm just really looking for an example on how to go about this.
Also I was wondering if there is anyway to combine textures for optimization; for example if i wanted to add a tattoo to a character midgame, is there any code that could combine his body texture and the tattoo texture into one texture to use (this way I can simply just render one texture per body.)
Any tips would be appreciated, sorry if the question is a wee bit to vauge.
I think that "swappable tattoos" are typically done as a second render pass of the polygons. You could do some research into "detail maps" and see if they provide what you're looking for.
As for actually modifying the texture data at runtime, all you need to do is composite the textures into a new one. You could even use the rendering API to do it for you, more than likely; render the textures you want to combine in the order you want to combine them into a new texture. Mind, doing this every frame would be a disoptimization since it'll be slower to render two textures into one and then draw the new one than it would be just to draw the two sources one after the other.

Really Basic Graphics in C# 2.0 Tutorials

I work for a ticketing agency and we print out tickets on our own ticket printer. I have been straight coding the ticket designs and storing the templates in a database. If we need a new field adding to a ticket I manually add it and use the arcane co-ordinate system to estimate where the fields should go and how much the other fields need to move by to accomodate new info.
We always planned to make this system automate with a simple (I stress the word simple) graphical editor. Basically we don't forsee tickets changing radically in shape any time soon, we have one size of ticket and the ticket printer firmware is super simple because it's more of an industrial machine, it has about 10 fonts and some really basic sizing interactions.
I need to make this editor display a rectangle of the dimensions by pixel of the tickets (can even be actual size) and have a resizable grid which can toggle between superimposition and invisibility on top of the ticket rectangle and represented by dots rather than lines.
Then I want to be able to represent fields by drawing rectangles filled with the letter "x" that show the maximum size of the field (to prevent overlaps). These fields should be selectable, draggable and droppable in a snap to grid fashion.
I've worked out the maths of it but I have no idea how to draw rectangles and then draw grids in layers and then put further rectangles full of 'x'es on top of those. I also don't really know much about changing drawn positions in accordance with mouse events. It's simply not something I've ever had to do.
All the tutorials I've seen so far presume that you already know a lot about using the draw objects and are seeking to extend a basic knowledge of these things. I just need pointing in the direction of a good tutorial in manipulating floating objects in a picturebox in the first place.
Any ideas?
For those of you in need of a guide to this unusual (at least those of us with a BIS background) field I would heartily endorse:
https://web.archive.org/web/20141230145656/http://bobpowell.net/faqmain.aspx
I am now happily drawing graphical interfaces and getting them to respond to control inputs with not too much hassle.

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