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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • Biome Transition in a Grid & Borderless World

    - by API-Beast
    I have a universe: a list of "Systems", each with their own center, type and radius. A small part of such a universe could look like this: Systems: Can be very close to a different system, e.g. overlap Can be inside another, much bigger system Can be very far away from any other systems Spawn system specific entities and particles inside the system radius Have some properties like background color So far so good. However, the player can fly around freely, inside and outside of systems, in real time. How do I interpolate and determine things like the background color now, depending on camera position? E.g. if you are halfway between a green and a red system you should see a background halfway between red and green, or if you are inside a lilac system near the center and at the border of a green system you should get a mostly lilac background etc.

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • Using a permutation table for simplex noise without storing it

    - by J. C. Leitão
    Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example). In some applications, we need to persist the state of the permutation table. This can be done by creating the table, e.g. using def permutation_table(seed): table_size = 2**10 # arbitrary for this question l = range(1, table_size + 1) random.seed(seed) # ensures the same shuffle for a given seed random.shuffle(l) return l + l # see shared link why l + l; is a detail and storing it. Can we avoid storing the full table by generating the required elements every time they are required? Specifically, currently I store the table and call it using table[i] (table is a list). Can I avoid storing it by having a function that computes the element i, e.g. get_table_element(seed, i). I'm aware that cryptography already solved this problem using block cyphers, however, I found it too complex to go deep and implement a block cypher. Does anyone knows a simple implementation of a block cypher to this problem?

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  • Algorithms for rainfall + river creation in procedurally generated terrain

    - by Peck
    I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps. So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level. Are there any documented algorithms with this or are they more off the cuff? Would love any advice/thoughts.

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • Rendering multiple squares fast?

    - by Sam
    so I'm doing my first steps with openGL development on android and I'm kinda stuck at some serious performance issues... What I'm trying to do is render a whole grid of single colored squares on to the screen and I'm getting framerates of ~7FPS. The squares are 9px in size right now with one pixel border in between, so I get a few thousand of them. I have a class "Square" and the Renderer iterates over all Squares every frame and calls the draw() method of each (just the iteration is fast enough, with no openGL code the whole thing runs smootlhy at 60FPS). Right now the draw() method looks like this: // Prepare the square coordinate data GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); // Set color for drawing the square GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Draw the square GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); So its actually only 3 openGL calls. Everything else (loading shaders, filling buffers, getting appropriate handles, etc.) is done in the Constructor and things like the Program and the handles are also static attributes. What am I missing here, why is it rendering so slow? I've also tried loading the buffer data into VBOs, but this is actually slower... Maybe I did something wrong though. Any help greatly appreciated! :)

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  • How do I create tileable solid noise for map generation?

    - by nickbadal
    Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my extremely limited understanding of how the code works) but I cant get mine to work correctly. My modified code so far (Java) GIMP's solid noise module that I'm basing my code off of (C) Here is what I'm trying to achieve but This is what I'm getting So if anybody can see what I've done wrong, or has a suggestion how I could go about doing it differently, I'd greatly appreciate it. Thanks in advance. And if I'm asking way to much or if just a huge failure at life, I apologize.

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • Could I use directory junctions (symbolic link) to share music between 2 users in Windows 7

    - by bebop
    I want to have 2 users be able to use the same itunes library and be able to sync an ipod which ever user is logged in. I tried making both the My Music folders point to the same folder, but that didn't work. One itunes would not store its library info in that folder. I was wondering if I could create a junction directory so that I can have both My Music folders redirect to a common library folder. I've only read about directory junctions , I havn't tried them.

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  • Moving symlinks into a folder based on id3 tags.

    - by Reti
    I'm trying to get my music folder into something sensible. Right now, I have all my music stored in /home/foo so I have all of the albums soft linked to ~/music. I want the structure to be ~/music/<artist>/<album> I've got all of the symlinks into ~/music right now so I just need to get the symlinks into the proper structure. I'm trying to do this by delving into the symlinked album, getting the artist name with id3info. I can do this, but I can't seem to get it to work correctly. for i in $( find -L $i -name "*.mp3" -printf "%h\n") do echo "$i" #testing purposes #find its artist #the stuff after read file just cuts up id3info to get just the artist name #$artist = find -L $i -name "*.mp3" | read file; id3info $file | grep TPE | sed "s|.*: \(.*\)|\1|"|head -n1 #move it to correct artist folder #mv "$i" "$artist" done Now, it does find the correct folder, but every time there is a space in the dir name it makes it a newline. Here's a sample of what I'm trying to do $ ls DJ Exortius/ The Trance Mix 3 Wanderlust - DJ Exortius [TRANCE DEEP VOCAL TECH]@ I'm trying to mv The Trance Mix 3 Wanderlust - DJ Exortius [TRANCE DEEP VOCAL TECH]@ into the real directory DJ Exortius. DJ Exortius already exists, so it's just a matter of moving it into the correct directory that's based on the id3 tag of the mp3 inside. Thanks! PS: I've tried easytag, but when I restructure the album, it moves it from /home/foo which is not what I want.

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  • UPNP/DLNA music player for Windows?

    - by DM8
    I'm looking for a UPNP/DLNA Client for Windows. The server is MediaTomb on a Ubuntu box. The clients are Windows (any, XP and up). I'm looking for a simplistic music player program but failed to identify any. I'm hoping for something in the style of Winamp or Windows Media Player. I've looked, but so far only been able to achieve playback on Windows with HTPC-ish software like XBMC, and on an android cellphone (several players for that there, all worked fine). Edit: Just to clarify, I'm not looking for an HTPC Suite (IE XBMC), I'm looking for a regular-looking music player.

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  • Windows 8.1 unable to play Music or the Audio from videos through Optical Out

    - by Zion Fox
    I am having an issue with my audio output, where any music file, and the audio side of videos are not being played through my optical audio output. I am running a Realtek HD Audio device built on Revision 1.0 on a GA-P55A-UD6 Gigabyte Board, which runs through it's optical output to an Astro A40 Mixamp, which does some upscaling before sending it to the headset. Now, notification sounds, and sounds/videos/music played through the browser or programs like Skype or games are working fine. This seems to specifically effect Foobar2000 and Media Player Classic. I have updated these two programs to their latest revisions, in addition to the soundcard drivers to no avail, and searching the error code thrown by Foobar2000: Unrecoverable playback error: The parameter is incorrect. (0x80070057) through Google returns not very helpful results, other than the one potentially mentioning DRM. This issue I am having a very hard time resolving, and am wondering if anyone here has experienced similar issues after updating.

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  • Sync Music to External Hard Drive with Windows Media Player

    - by dtbarne
    I'd like to sync my music from my internal hard drive to an external hard drive. Windows Media Player doesn't recognize my USB external hard drive as a syncable device. If I plug in any USB flash drive, it shows up as a device, but I can't seem to get it to recognize my external hard drive. Per some googling suggestions, the only suggestion I came across was to try enabling the "Portable Device Enumerator" service, but that yielded no luck. Is there any way to sync my music from WMP to an external hard drive?

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  • /srv/mm/Music (etc) Twonky won't scan here for media

    - by Hamid
    Is there something special about /srv/mm/ that Twonky server refuses to scan there? I previously had my system set up with all my Music, Video and Photo folders in /srv/mm shared by Samba, miniDLNA etc, with no problems. I came to install Twonky to replace miniDLNA and after two days of tearing my hair out, changing permissions and owners of the directories I ended up making a new directory at /multimedia and moved my Music, Video and Photo folders in there. Twonky then scanned them all straight away with no problems. I'm running Arch Linux (plugapps specifically) on a NAS. The solution is already implemented (moving the directory) I'm just wondering technically why Twonky might have refused to look for my media in the /srv/mm directories.

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  • "Keep iTune music files organized" no longer works?

    - by user22105
    I remember iTunes used to have the option to "keep music files organized" (i know it still does in its advanced Properties). When I used to edit music's artist, genre or album information. The mp3 file is automatically updated as well. But lately I've been updating some mp3s. And if I tried to open the updated mp3's Properties, under Details, the Artist, genre, and album information is not available. How can i fix this? Added: you can try editing this mp3 file with iTunes, it didn't work on my PC Here's a screenshot of what Im seeing after the edit.

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  • The sound freezes while listening to music

    - by Scott
    I have bought an sound card - Sound Blaster X-FI Surround 5.1 PRO and while I'm listening to the music, after few minutes or even hours (it does happends randomly) the sound dissapears and I have to go settings: Playing Devices - Advanced and switch the Default Format (sampling frequency) and switch from the `16-bits, 48000 Hz (DVD Quality) to any other from the list (16-bits, 96000 Hz or 24-bits, 48000 Hz or 24-bits 96000 Hz). I have been trying to set all of the above options, but for all of them the sound freezes after listening to music. It is getting annoying and I hope its the settings fault and not my sound card. I got my drivers installed from the attached CD and I'm running Windows 7 HP 64 bits. If anyone would try to help me, I would really appreciate this.

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  • Empty DVD Drive indicates it has music in it (CDFS)

    - by Amado Colberg
    I have a Windows 7, 64 bit computer with a Blu-ray DVD drive. When I first start the computer, the DVD drive indicates it has music in it, but it is empty. If I put a CD in it, it will not Autoplay. But, if I open the drive and close it again, it will Autoplay and will no longer act as if it has a music CD in it. I've checked the drive with Plextor Utilities and it says it is working OK. I would appreciate any help with this.

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