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  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Creating New Object of Other Class dynamicly ?

    - by Meko
    I am trying to create new object of other class in a for loop. like for(int i =0;i<10;i++){ Computer p1=new Computer(10,20); } and when I try anywhere to reach p1.someAction(); it say you must declare p1. But if I declare it on top of program how can I create again in loop? I also try only Computer p1; but it gave exeption ..

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  • LoadContent does not work in my components

    - by drozzy
    For some reason the LoadContent method does not get called in my Components. For example I have Game class in which I do: //Game.cs protected override void LoadContent() { editor = new Editor(...); Components.Add(editor); } //Editor.cs public class Editor : DrawableGameComponent{ Game game; public Editor(Game game, ...):base(game){ this.game = game; } //THIS method never gets called! protected override void LoadContent() { background = game.Content.Load<Texture2D>("background"); base.LoadContent(); } } Any tips? EDIT: When you keep in mind the order of Initialize and LoadContent everything works out fine!

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  • Looking forward to a programming future but confused where to start.

    - by Kraivyne
    Hi there, I am very new to this site and to programming. I started doing some basic programming with python a few weeks ago and recently, messing around with Java basics. My main problem is that I am completely overwhelmed and haven't got the slightest clue where I should be starting. I want to learn programming because I really enjoy doing it, the simple applications that I have managed to conjure up put a smile on my face. My plan is to eventually (by eventually I'm talking about 6 years+) go into games programming. I have been informed that C++ is the best way to go about this but haven't got the slightest clue what book/sight is optimal for someone who is still learning the very basics. These are my questions: I have been to the Definitive C++ Book Guide but am still unsure which book is best to start of with. Should I stick with Python or Java instead of moving on to C++? Is there any advice you would give to a beginner programmer? Thanks again for all your help.

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  • turning a project into a static library

    - by numerical25
    I checked out the microsoft documents. it shows how to create a static library upon creation of the project. but not necessarily on how to convert a previously made project, into a static library. So my question is, where do I go to turn my previously made project, into a static lib. so I can include it in my other projects

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  • OPENGL Android getting the coordinates of my image

    - by Debopam
    I used the codes from the following the website. And it helped a lot to draw the required object on my screen. But the problem I am facing is getting the coordinates of my object. Let me explain. According to the code. You just need to add your graphic images in PNG format and refer it to the class here. What I am trying to achieve is a simple collision detection mechanism. I have added a maze (as PNG). And have a object (as PNG) to go through the blank path within the maze. In order to do this I need to know the blank spaces within the coordinates through which my object will move. Can any one tell me how to get the blank spaces as (x,y) coordinates through which I can take my object?

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  • Some questions about OpenGL

    - by subSeven
    Hello! I want to ask what is the easiest way to make shadow and light volume ? How can I bring to scene more realism? Do you know any nice tricks ? I hear that to make shadow i must use stencil buffer, but I don't know how:/ I can't find any super simple example how to make it.

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  • UDK "Error, Accessing a member of _'s within class through a context expression requires explicit 'O

    - by Ricket
    I get the following error in the UDK Frontend when I try to make my project: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(58) : Error, Accessing a member of GameUISceneClient's within class through a context expression requires explicit 'Outer' The class ZInteraction extends Interaction. Line 58 is: GetSceneClient().ConsoleCommand("KEYNAME"@Key); What is the problem here? I am still investigating and I will update as I find out more. edit: Tried fixing the line up as class'UIRoot'.static.GetSceneClient().ConsoleCommand("KEYNAME"@Key); - no change.

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  • Double # showing 0 on android

    - by Dave
    I'm embarrassed to ask this question, but after 45 minutes of not finding a solution I will resort to public humiliation. I have a number that is being divided by another number and I'm storing that number in a double variable. The numbers are randomly generated, but debugging the app shows that both numbers are in fact being generated. Lets just say the numbers are 476 & 733. I then take the numbers and divide them to get the percentage 476/733 = .64 I then print out the variable and it's always set to 0. I've tried using DecimalFormat and NumberFormat. No matter what I try though it always says the variable is 0. I know there is something simple that I'm missing, I just can't find it =/.

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  • passing a float as a pointer to a matrix

    - by numerical25
    Honestly, I couldnt think of a better title for this issue because I am having 2 problems and I don't know the cause. The first problem I have is this //global declaration float g_posX = 0.0f; ............. //if keydown happens g_posX += 0.03f; &m_mtxView._41 = g_posX; I get this error cannot convert from 'float' to 'float *' So I assume that the matrix only accepts pointers. So i change the varible to this.... //global declaration float *g_posX = 0.0f; ............. //if keydown happens g_posX += 0.03f; &m_mtxView._41 = &g_posX; and I get this error cannot convert from 'float' to 'float *' which is pretty much saying that I can not declare g_posX as a pointer. honestly, I don't know what to do.

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  • understanding of FPS and the methods they use

    - by numerical25
    Just looking on resources that break down how frames per second work. I know it has something to do with keeping track of Ticks and figure out how many ticks occured between each frame. But I never ran into any resources on why exactly you have to use the methods you use in order to get a smooth frame work. I am trying to get a thourough understanding of this. Can any explain or provide any good resources ? Thanks

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  • Vertical circular motion : time(x/y) versus velocity equation

    - by adeeti
    Hi, I wanted to simulate the following through animation : A ball starts with a certain velocity at the bottom most point of a vertical circular loop and keeps rolling in it until its velocity permits. For this, I wanted to find velocity/x/y vs. time equation. For e.g. if the ball had mass : 5Kg, radius of the circular loop = 10m, and initial velocity of the ball is 200 m/s, what will its velocity and (x,y) position be after 5 seconds? thanks.

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  • How to run dubug file on another computer

    - by Pazzy
    I have a debug .exe file that i want to run on other machines that don't have MS Visual Studio 2008 installed on them. How can this be done? The release option doesn't work as the application does not function correctly when build in release (not sure why). At the moment I'm getting a message saying "This application has failed to start because the application configuration is incorrect". An ideas? Cheers.

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  • Need Multiple Sudoku Solutions

    - by user1567909
    I'm trying to output multiple sudoku solutions in my program. For example, when You enter this as input: 8..6..9.5.............2.31...7318.6.24.....73...........279.1..5...8..36..3...... .'s denote blank spaces. Numbers represent already-filled spaces. The output should be a sudoku solution like so: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 However, I want to output multiple solutions. This would be all the solutions that should be printed: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 814637925325941687796825314957318462241569873638472591462793158579184236183256749 834671925125839647796425318957318462241956873368247591682793154579184236413562789 834671925125839647796524318957318462241956873368247591682793154519482736473165289 834671925125839647796524318957318462241965873368247591682793154519482736473156289 But my program only prints out one solution. Below is my recursive solution to solving a sudoku solution bool sodoku::testTheNumber(sodoku *arr[9][9], int row, int column) { if(column == 9) { column = 0; row++; if(row == 9) return true; } if(arr[row][column]->number != 0) { return testTheNumber(arr, row, column+1); } for(int k = 1; k < 10; k++) { if(k == 10) { arr[row][column]->number = 0; return false; } if(rowIsValid(arr, k, row) && columnIsValid(arr, k, column) && boxIsValid(arr, k, row, column)) { arr[row][column]->number = k; if(testTheNumber(arr, row, column+1)==true) { return true; } arr[row][column]->number = 0; } } return false; } Could anyone help me come up with a way to print out multiple solutions? Thanks.

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  • Would adding award points or game features to workplace software be viewed poorly amongst the programming community?

    - by Eric P
    So one of my responsibilities at work is to build an internal tool that helps the workers enter in all their information. It's an enterprise application that is similar to a Windows forms database tool. So it's not much different than like developing a Word + Excel combo application, but the average person in this workgroup is a 20-40 year old woman or a random chatty male type. Plus I know all of these people are heavily involved with Facebook on a daily basis. How bad would it be if I styled my new interface to be similar to what Facebook does. People could get award points and stuff when they fill out different types of forms and basically compete against each other like it was a game. When people had completed one, it would be posted on their wall and everyone could comment/like stuff just like in Facebook. And it would be like they are doing peer reviewing for fun. The rewards would be outstanding I would imagine. These people are so into Facebook and Facebook games that productivity would rise due to them trying to compete and earn points and achievements. Would this be taking advantage of the people by 'tricking them into working harder by giving them a game' or would it be viewed as something that would improve happiness at work?

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • Friday Fun: The Search For Wondla

    - by Asian Angel
    The best day of the week is finally here again, so it is time to have some fun while waiting to go home for the weekend. The game we have for you today takes you far into humanity’s future where you journey with Eva Nine in her quest to find other humans. Note: Today’s game comes with a double bonus! First, there is a sequel game that you can move on to once you have completed the first one. Second, there are three wallpapers available in multiple sizes for those who enjoy the characters and artwork presented in the game (see below). The Search For Wondla The object of the game is to find the differences between two similar looking images based on artwork from The Search For Wondla by Tony DiTerlizzi. Are you ready to join Eva Nine in her quest to find other humans in the future? Note: There is a version available for those who would like to play The Search For Wondla on their iPads! The first game has 28 levels of difference finding goodness for you to work through. Each level will list the minimum number of differences that you need to find to progress to the next level. If you need a hint along the way just click on the Shake or Reveal options at the bottom of the game play window. Get a level completed quickly enough and you get bonus points! There will also be differences in the images for individual levels each time you play the game, so have fun! Note: The second game has 12 levels to complete. To give you a good feel for the game we have covered the first six levels here and provided seven clues for each level (you are only required to find a minimum of five). Eva Nine viewing the holographic outdoor projections in the main hub of her living quarters… Eva Nine is in a grumpy mood as Muthr visits her at bedtime… Eva Nine in her secret hideaway visiting old “childhood friends” as she contemplates her recent survival test failure. Eva Nine viewing the entire set of floor plans for the underground sanctuary where she was born and has been growing up. Eva Nine’s escape to the surface as the underground sanctuary is attacked by the bounty hunter creature Besteel. Eva Nine on the surface for the first time in her young life. Will she be successful in her quest? There is only one way to find out! Play The Search For Wondla Part 1 Play The Search For Wondla Part 2 Bonus Content If you have enjoyed this game you can learn more about the book and download the three wallpapers shown here by visiting the link below! Note: The wallpapers come in the following sizes: 1024*768, 1280*800, 1280*1024, 1440*900, iPhone, iPhone4, and iPad (click on the Extras link at the bottom of the page). Visit the Search For Wondla Homepage Do you enjoy playing difference finding games? Then you will definitely want to have a look at another wonderful game that we have covered here: Friday Fun: Isis Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Wireless connection drops when wired computer starts a game.

    - by Skadlig
    Starting this week I have had a strange problem on my network. Some background of my setup: Internet is provided by a adsl-modem. A D-link Dir-600 router is hooked up to to adsl-modem. My computer is hooked up to the router using a cat-5 cable. My wife's computer is hooked up using a wireless usb dongle, TP-Link TL-WN821N. Both computers use windows 7 64-bit home premium. Up until this week everything was normal, we could for instance play Dungeons & Dragons Online together without any network issues. Now every time I start DDO or any other network game, for instance L4D, the whole wireless network drops. I have confirmed that it's not just her computer using an Samsung Galaxy Spica android phone. Shutting down the game on my end restores the wireless connection automagicly. My wife can start DDO without the net dropping but if I plug in a wireless network card in my computer and start up the game the connection drops. So it seems like something my computer, and my computer only, does when starting a game makes the wireless connection write a sad note and kill it self but for the life of me I can't figure out what that might be. I could hook her computer up using cat-5 but I would prefer not to do that. Does anyone have any suggestions as to what the problem might be, what I can do to fix it or what I should do to get more data regarding what is happening?

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  • SQL queries break our game! (Back-end server is at capacity)

    - by TimH
    We have a Facebook game that stores all persistent data in a MySQL database that is running on a large Amazon RDS instance. One of our tables is 2GB in size. If I run any queries on that table that take more than a couple of seconds, any SQL actions performed by our game will fail with the error: HTTP/1.1 503 Service Unavailable: Back-end server is at capacity This obviously brings down our game! I've monitored CPU usage on the RDS instance during these periods, and though it does spike, it doesn't go much over 50%. Previously we were on a smaller instance size and it did hit 100%, so I'd hoped just throwing more CPU capacity at the problem would solve it. I now think it's an issue with the number of open connections. However, I've only been working with SQL for 8 months or so, so I'm no expert on MySQL configuration. Is there perhaps some configuration setting I can change to prevent these queries from overloading the server, or should I just not be running them whilst our game is up? I'm using MySQL Workbench to run the queries. Here's an example.... SELECT * FROM BlueBoxEngineDB.Transfer WHERE Amount = 1000 AND FromUserId = 4 AND Status='Complete'; As you can see, it's not overly complex. There are only 5 columns in the table. Any help would be very much appreciated - Thanks!

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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