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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • I've got my 2D/3D conversion working perfectly, how to do perspective

    - by user346992
    Although the context of this question is about making a 2d/3d game, the problem i have boils down to some math. Although its a 2.5D world, lets pretend its just 2d for this question. // xa: x-accent, the x coordinate of the projection // mapP: a coordinate on a map which need to be projected // _Dist_ values are constants for the projection, choosing them correctly will result in i.e. an isometric projection xa = mapP.x * xDistX + mapP.y * xDistY; ya = mapP.x * yDistX + mapP.y * yDistY; xDistX and yDistX determine the angle of the x-axis, and xDistY and yDistY determine the angle of the y-axis on the projection (and also the size of the grid, but lets assume this is 1-pixel for simplicity). x-axis-angle = atan(yDistX/xDistX) y-axis-angle = atan(yDistY/yDistY) a "normal" coordinate system like this --------------- x | | | | | y has values like this: xDistX = 1; yDistX = 0; xDistY = 0; YDistY = 1; So every step in x direction will result on the projection to 1 pixel to the right end 0 pixels down. Every step in the y direction of the projection will result in 0 steps to the right and 1 pixel down. When choosing the correct xDistX, yDistX, xDistY, yDistY, you can project any trimetric or dimetric system (which is why i chose this). So far so good, when this is drawn everything turns out okay. If "my system" and mindset are clear, lets move on to perspective. I wanted to add some perspective to this grid so i added some extra's like this: camera = new MapPoint(60, 60); dx = mapP.x - camera.x; // delta x dy = mapP.y - camera.y; // delta y dist = Math.sqrt(dx * dx + dy * dy); // dist is the distance to the camera, Pythagoras etc.. all objects must be in front of the camera fac = 1 - dist / 100; // this formula determines the amount of perspective xa = fac * (mapP.x * xDistX + mapP.y * xDistY) ; ya = fac * (mapP.x * yDistX + mapP.y * yDistY ); Now the real hard part... what if you got a (xa,ya) point on the projection and want to calculate the original point (x,y). For the first case (without perspective) i did find the inverse function, but how can this be done for the formula with the perspective. May math skills are not quite up to the challenge to solve this. ( I vaguely remember from a long time ago mathematica could create inverse function for some special cases... could it solve this problem? Could someone maybe try?)

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  • SketchUp: Weird regions in sketch

    - by Josh M.
    I'm using SketchUp 8.0.15158. My sketch has weird regions/lines in it that I can't explain or get rid of. I've redrawn almost the whole thing and the lines persist! See here, highlighted in yellow: These dotted lines only show up when I triple-click the back face to select the whole object. Here's what the sketch looks like without selections: What are these lines and how can I get rid of them? They are causing weird issues that I can't seem to get around.

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  • Converting 2D coordinates from multiple viewpoints into 3D coordinates

    - by Kirk Smith
    Here's the situation. I've got a set of 2D coordinates that specify a point on an image. These 2D coordinates relate to an event that happened in a 3D space (video game). I have 5 images with the same event point on it, so I have 5 sets of 2D coordinates for a single 3D coordinate. I've tried everything I can think to translate these 2D coordinates into 3D coordinates, but the math just escapes me. I have a good estimate of the coordinates from which each image was taken, they're not perfect but they're close. I tried simplifying this and opening up Cinema 4D, a 3D modeling application. I placed 5 cameras at the coordinates where the pictures were taken and lined up the pictures with the event points for each one and tried to find a link, but nothing was forthcoming. I know it's a math question, but like I said, I just can't get it. I took physics in high school 6 years ago, but we didn't deal with a whole lot of this sort of thing. Any help will be very much appreciated, I've been thinking on it for quite a while and I just can't come up with anything.

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  • Rendering Text with the HTML5 Canvas

    - by dwahlin
    In a previous post I walked through the fundamentals of rendering shapes such as squares and circles using the HTML5 Canvas API. In this post I’ll provide a simple example of rendering and rotating text. To render text you can use the fillText() or strokeText() functions which take the text to render as well as the x and y coordinates of where to render it. To rotate text you can use the transform functions available with the HTML5 Canvas such as save(), rotate(), and restore(). To run the live demos that follow click the Result tab in the blue bar of each demo.   Rendering Text This example provides a simple look at how text can be rendered using the HTML5 Canvas. It iterates through a loop, updates the text and font size dynamically, measures the width of the text using the measureText() function, and then calls fillText() to render the text with the desired font size to the screen.   Here’s what the code above renders:   Rotating Text This example shows how text can be rendered and even rotated by using transform functions built into the HTML5 Canvas. The code starts by rendering text the standard way using fillText(). It then saves the state of the canvas performs an x,y coordinate transform (moves to 100, 300 respectively) and then rotates the canvas –90 degrees using the rotate() function. After the text is rendered, the canvas is reverted back to it’s existing state (saved by calling the save() function) by calling the restore() function. An additional line of text is then rendered.   Here’s what the code above renders:   If you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight.

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • Has "Killer Game Programming in Java" by Andrew Davison been rendered useless? What new tutorial should I follow? [duplicate]

    - by BDillan
    This question already has an answer here: Killer Game Programming [Java 3D] outdated? 5 answers Its pathetic how it was created in 2005 not so long ago when the Java 3D 1.31 API was released. Now after downloading the source code off the books website and implementing it onto my work-space it cant run. (The 3D Shooter Ch. 23) I downloaded Java 3D 1.5 API, installed it- went back to my source code and javax.media ect.., and EVERY imported class within the game simply couldn't be resolved... they are all outdated.. Please do not say how its meant for a positive curvature in your game development skills. No ~ I got the book to understand how to code 3D textures/particle systems/games. Without seeing results how can I learn? If there is still hope for this book please tell me. Otherwise what other books match this one in Game Programming? This one was very well organized, documented and long. I am not looking for a 3D game prog. book on Java. Rather one that has the same reputation as this one but is a bit newer..

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  • Unity 3D won't load - Choosing "Ubuntu" during login still loads Unity 2D

    - by Shasteriskt
    I just installed Ubuntu 11.10 on my ASUS N43SL laptop and Unity 3D loaded right after installation. But upon reboot, I noticed that Ubuntu loaded Unity 2D instead of Unity 3D. I logged-off and made sure I had "Ubuntu" selected during login, but after many attempts Unity 3D just won't load. Just to make it definite, I did echo $DESKTOP_SESSION on the terminal and it says ubuntu-2d, which is not expected. My laptop runs on i5 with 1Gb NVIDIA GT540M so I don't think its a case of lacking graphics capability. And yes, I have installed the proprietary driver using "Additional Drivers" in "System Settings". What can be the cause of this problem? How can it be fixed?

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  • How to calibrate monitor colors to use 3D glasses?

    - by GetFree
    I have a pair of red/cyan 3D glasses and when I use them to view youtube's 3D videos or anaglyph images they dont seem to work properly. The two images are not filtered properly by each colored lens. So I guess the problem is my monitor not showing the exact colors needed for my glasses to work. Is there any way to customize/calibrate the monitor's colors for a specific pair of 3D glasses? PS: I also have green/magenta and amber/blue glasses, but the same problem happens.

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  • How to Use Firefox’s Web Developer Tools to View Website Structures in 3D

    - by Chris Hoffman
    Firefox 11 added two new web developer tools to Firefox’s already impressive arsenal. The Tilt feature visualizes website structures in 3D, while the Style Editor can edit CSS stylesheets on the fly. The 3D feature, known as Tilt, is a way of visualizing a website’s DOM. It integrates with the existing Document Inspector and uses WebGL to display rich 3D graphics in your browser. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body

    Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body Nico Weber Google originally built Google Body, a 3D application that renders the human body in incredible detail, for WebGL-capable browsers running on high-end bPCs. To bring the app to Android at a high resolution and frame rate, Nico Weber and Won Chun had a close encounter with Android's graphics stack. In this session Nico will present their findings as best practices for high-end 3D graphics using OpenGL ES 2.0 on Android. The covered topics range from getting accelerated pixels on the screen to fast resource loading, performance guidelines, texture compression, mipmapping, recommended vertex attribute formats, and shader handling. The talk also touches on related topics such as SDK vs NDK, picking, and resource loading. From: GoogleDevelopers Views: 6077 29 ratings Time: 56:09 More in Science & Technology

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  • Un écran LCD 3D Ready pour 1499 euros en avril, Samsung investit le marché

    Mise à jour du 09.03.2010 par Katleen Un écran LCD 3D Ready pour 1499 euros en avril, Samsung investit le marché Panasonic s'est fait damer le pion par Samsung, qui vient d'annoncer une sortie de ses premiers téléviseurs 3D Ready en France pour avril 2010, soit un mois en avance sur son concurrent. Une douzaine de modèles sortiront dans cette gamme, toutes technologies confondues (LCD, LED, plasma...). L'appareil le moins cher sera un LCD 3D Ready de 40 pouces à 1499 euros. Les lunettes actives permettant denner des images en trois dimensions seront a acheter en sus, pour 200 euros les 4 paires (offre de lancement). Selon le constructeur coréen, une cinquantaine d...

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • Vdpau performance in Precise with Unity 3d

    - by bowser
    vdpau seems to be broken in Precise under Unity 3d. CPU usage ranges around 50-70% for 1080p movies while same movies utilizes around 5-10% in Natty with vdpau enabled (under Unity3d) The card is Nvidia G105m. It doesn't seem to be a Nvidia driver problem because in gnome-shell everything works as expected and I have tried different versions of Nvidia drivers (295.20, 295.33, 295.40 and the latest 302.XX from xorg-edgers) The results are all the same, works in Gnome Shell but not in Unity 3d. Disabling syn to vbank works if movie is not in full screen mode, but it doesn't work for full screen. I have searched around and haven't found much info. I am wondering if others are experiencing the same problem and if there are some known work around that I have missed. Unity 3d is otherwise very nice in Precise, but this is a show stopping issue for me (literally). Thanks. I have filed a bug here https://bugs.launchpad.net/unity/+bug/993397

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • Video player with good subtitle rendering

    - by Oxwivi
    Is there any way to improve the subtitle rendering capabilities of Totem? The subtitles positioning seems to be hard-coded in it and even though the style is user-customizable, it does not confirm to the formatting in subtitle data. In some scenes where writings appear, the subtitles are supposed to appear next to those along with what is being said at that moment. However, on those scenes the translations of text onscreen appears on the default subtitle area with nothing about the things being said. The correct rendering are according to the open-source Windows video player, Media Player Classic - Home Cinema. There are no Linux port as far as I'm aware. If VLC's subtitle support is the same as in Windows, it won't work for me, period. Please suggest anyway to improve subtitle rendering in Totem, other video players, or a way to port MPC-HC.

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • Google I/O 2011: Accelerated Android Rendering

    Google I/O 2011: Accelerated Android Rendering Romain Guy, Chet Haase Android 3.0 introduced a new hardware accelerated 2D rendering pipeline. In this talk, you will be introduced to the overall graphics architecture of the Android platform and get acquainted with the various rendering APIs at your disposal. You will learn how to choose the one that best fits your application. This talk will also deliver tips and tricks on how to use the new hardware accelerated pipeline to its full potential. From: GoogleDevelopers Views: 11086 62 ratings Time: 48:58 More in Science & Technology

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