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  • 3d user experience with HTML5 and Javascript

    - by chako
    I've to build a 3D user experience with HTML5 and any required JS library which provides such functionality. 3D scene consists of a cylindrical pipe and surface. It has 360 degree rotation and can zoom in and out. As user selects a parameter, specific value of that parameter at various depth of pipe in surface should display. I've searched for HTML5 3d and JS libraries and found three.js could help for this.Also found this useful presentation on HTML 3d engine: http://projects.mariusgundersen.net/OnGameStart/#1 .But as this is my first time with HTML5 3d modeling, how should I initiate to build ? What parameters should be considered ? Which tools and libraries would best fit for such requirements ? I would like to create a 3d model using HTML5 and JS 3d engine as shown in the 1st image.

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  • 3D Screensaver interfering with WPF application (Windows XP)

    - by Andrew Keith
    I have a fairly large application that uses WPF for its user interface. I recently found an unusual defect regarding 3D screensavers. The 3D screensavers 3D FlowerBox,3D Flying Objects,3D Pipes,3D Text causes 1 of my WPF windows to disappear when the screensaver activates. Other screensavers are fine. My application only encounters this problem on Windows XP. I have some experience with DirectX. When a 3D screensavers activates, the d3d device context will be switched to exclusive mode. I reckon that WPF has trouble restoring the device context when the device switches back to cooperative mode (hence why its only affecting windows XP) Has anyone seen such a scenario occur before ? Is there a remedy for the problem ? Windows XP SP3, DirectX 9.0c, .NET 3.5

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  • How to multiseat with HW 3d accel on CentOS 6.3 Final?

    - by user35070
    I would like to setup a multiseat configuration on CentOS 6.3 (two video cards, two keyboards, two mice, two monitors) and have hardware accelerated 3D on both monitors. 3D HW acceleration rules out Xephyr. I saw somewhere that recent versions of GDM (3.3 and newer?) don't support multiseat, so do I have to install KDM to make this work? If I just create a duplicate section with new device identifiers in my xorg.conf file, will this 'just work'? Using different ports on the same video card and separate keyboards, mice, and displays, the result was a desktop which spanned both monitors with both keyboards and mice acting as the same input in the GUI. I will power down and put in the new video card and report on the results soon. Both video cards are nvidia. UPDATE after putting in another NVIDIA video card, default behavior (before changing xorg.conf) is that one screen works normally, and both mice and keyboards are connected to it. Changing xorg.conf and the display manager to KDM and following the directions here https://help.ubuntu.com/community/MultiseatX#Ubuntu_10.04_.28Lucid.29 , I have 2 mirrored screens connected to separate video cards, DRI enabled, and 2 mice both connected to the same pointer. Keyboards don't do anything, however, I probably just need to fix a setting in xorg.conf I would still like to get multiseat functionality, eg. separate screens with separate input devices I have verified that the separate X processes are running (see page above) using 'ps aux | grepX [01]'

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  • Tears of Steel [Short Movie]

    - by Asian Angel
    In the future a young couple reach a parting of the ways because the young man can not handle the fact that she has a robotic arm. The bitterness of the break-up and bad treatment from her fellow humans lead to a dark future 40 years later where robots are relentlessly hunting and killing humans. Can the man who started her down this dark path redeem himself and save her or will it all end in ruin? TEARS OF STEEL – DOWNLOAD & WATCH [Original Blog Post & Download Links] Tears of Steel – Blender Foundation’s fourth short Open Movie [via I Love Ubuntu] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Xna model parts are overlying others

    - by Federico Chiaravalli
    I am trying to import in XNA an .fbx model exported with blender. Here is my drawing code public void Draw() { Matrix[] modelTransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in Model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.World = modelTransforms[mesh.ParentBone.Index] * GameCamera.World * Translation; be.View = GameCamera.View; be.Projection = GameCamera.Projection; } mesh.Draw(); } } The problem is that when I start the game some model parts are overlying others instead of being behind. I've tried to download other models from internet but they have the same problem.

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • Why are PPA's designed for only latest version?

    - by user210108
    Why are PPA's set to only retain the latest version of the software? I ask because I just installed Blender 2.69 and it constantly crashes on me; I then decided to just install 2.68a but found that it is IMPOSSIBLE to install an older version of software using the Ubuntu software center. I turned to possibly seeing if the PPA retained an older version but have found most PPA's remove older versions as they are designed to only offer the latest. How does this sound like a good idea? What if, for example, someone releases a version of their software that constantly crashes and the user wishes to get an older version but because the way PPA's are designed they cannot. Sounds familiar... To add insult to injury, I was easily able to role back Internet Explorer to version 9 on a machine at work today; that is just sad.

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  • Recommended method for XML level loading in XNA

    - by David Saltares Márquez
    I want to use Blender as my level designer tool for an XNA game. Using an existing plugin, I can export my levels to DotScene format which is basically an xml file like this one: <scene formatVersion="1.0.0"> <nodes> <node name="scene-staircase.001"> <position x="10.500000" y="1.400000" z="-9.600000"/> <quaternion x="0.000000" y="0.000000" z="-0.000000" w="1.000000"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <entity name="scene-staircase.001" meshFile="staircase.mesh"/> </node> <node name="Lamp.003"> <position x="11.024290" y="5.903862" z="9.658987"/> <quaternion x="-0.284166" y="0.726942" z="0.342034" w="0.523275"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <light name="Spot.003" type="point"> <colourDiffuse r="0.400000" g="0.154618" b="0.145180"/> <colourSpecular r="0.400000" g="0.154618" b="0.145180"/> <lightAttenuation range="5000.0" constant="1.000000" linear="0.033333" quadratic="0.000000"/> </light> </node> ... </nodes> </scene> Using naming conventions I could easily parse the file and load the correspondent in game content. I am new to XNA and I have seen that there are several methods to load XML files into a game like serializing and deserializing. Which one would you recommend?

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • Unity 3D does not work on Dell system with a AMD Radeon HD 6470M

    - by VeeKay
    I am running 64 bit Ubuntu on Dell with 1GB graphic card. I login with "Ubuntu" hoping to see Unity 3d but it doesn't. Unity 2D runs instead. when I type in echo "$DESKTOP_SESSION" it confirms the Unity-2D. I've checked the System info that shows like : The graphics row shows itself as empty. SO I've presumed that the graphic drivers aren't detected and hence I went to Unity- Additional Drivers and installed the fglrx driver that the UI has suggested. Even after installing so, the graphics part in System info details shows nothing and still Unity 2D runs in spite of all the effort. Please help! How can I get my Unity 3D back? Hardware Info Video Card : AMD Radeon™ HD 6470M - 1GB (For ICC) RAM : 6GB (1 X 2GB + 1 X 4GB) 2 DIMM DDR3 1333Mhz OS : 64 bit Ubuntu 11.10 Edit : Output for /usr/lib/nux/unity_support_test -p X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 21 Current serial number in output stream: 21

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  • How to make Unity 3D work with Bumblebee using the Intel chipset

    - by EboMike
    I have a Sony VAIO S laptop with the dreaded Optimus and finally managed to get Bumblebee to work fully on Ubuntu 12.04 so that I can utilize both the hardware acceleration of the Intel chipset as well as the Nvidia one via optirun and/or bumble-app-settings. However, the desktop effects don't work. But they should, I vaguely remember that they worked for a while before I had Bumblebee installed. This is what I get with the support test: :~$ /usr/lib/nux/unity_support_test -p Xlib: extension "NV-GLX" missing on display ":0". OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL version string: 1.4 (2.1 Mesa 8.0.2) Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: no GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no First of all, I kind of doubt that the chipset doesn't support VBOs (essentially a standard feature in GL). Neither Xorg.0.log nor Xorg.8.log show any particular errors. As for the Nvidia drivers: In order to get them to work, I had to install the 304.22 drivers (older ones wouldn't work). They clobbered libglx.so, so I reinstated the xserver-xorg-core libglx.so in its original place, moved Nvidia's libglx.so to an nvidia-specific folder and specified that folder in the bumblebee.config. That seems to work and shouldn't cause the problem I see here. For fun, I tried to use the Nvidia chipset for Unity, but that didn't fly either: ~$ optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 640M LE/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 304.22 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no

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  • Ubuntu 3D does not work on Dell system with a AMD Radeon HD 6470M

    - by VeeKay
    I am running 64 bit Ubuntu on Dell with 1GB graphic card. I login with "Ubuntu" hoping to see Unity 3d but it doesn't. Unity 2D runs instead. when I type in echo "$DESKTOP_SESSION" it confirms the Unity-2D. I've checked the System info that shows like : The graphics row shows itself as empty. SO I've presumed that the graphic drivers aren't detected and hence I went to Unity- Additional Drivers and installed the fglrx driver that the UI has suggested. Even after installing so, the graphics part in System info details shows nothing and still Unity 2D runs in spite of all the effort. Please help! How can I get my Unity 3D back? Hardware Info Video Card : AMD Radeon™ HD 6470M - 1GB (For ICC) RAM : 6GB (1 X 2GB + 1 X 4GB) 2 DIMM DDR3 1333Mhz OS : 64 bit Ubuntu 11.10 Edit : Output for /usr/lib/nux/unity_support_test -p X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 21 Current serial number in output stream: 21

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Installing Java3D on Eclipse

    - by Matt
    I'm trying to use Java3D in my project. This is the error I receive: 29-Dec-2010 1:01:29 AM javax.media.j3d.NativePipeline getSupportedOglVendor SEVERE: java.lang.UnsatisfiedLinkError: no j3dcore-ogl-chk in java.library.path Exception in thread "main" java.lang.UnsatisfiedLinkError: no j3dcore-d3d in java.library.path at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:189) at java.security.AccessController.doPrivileged(Native Method) at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:180) at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:137) at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:948) at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:280) at World.<init>(World.java:10) at Start.main(Start.java:12) I have copied the .jar files into my project's lib folder and linked them in Project - Properties - Add Jar File. There was also a .dll file in the Java3D download that I haven't touched or included in any way. What am I missing?

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  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

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  • 3D and AI basics. The foundation before the coding.

    - by Allan
    Hi, everyone. (If you have the time and patience:) I've recently made the decision to study programming seriously and I'm about to order TAOCP and Concrete Mathematics to begin my studies (please don't get caught up on this). I'm very much interested in learning and understanding how 3D works but I'm aware that if I plan to do it right there's still a long walk before I get to actually play with 3D coding. Now to the question.. (tl;dr) Excluding programming itself, what disciplines do I have to be familiar with to code 3D? What kinds of mathematics? Physics? What else? What books do you recommend on such subjects? Now read it all again but replacing "3D" with "AI". Please don't recommend computer-specific books. The question is about the foundation to be learned before using the machine. Also, if possible, please keep the list brief; I plan to order one book on each subject but no more than that for now. Excuse me for any English mistakes, it's not my first language. Thank you.

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  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • How to structure class to support imported 3d model ?

    - by brainydexter
    Hello, I've written a C++ library that reads in this 3d model file (collada DAE). uptil now, I would output a list of triangles and handle each at rendering stage. But now, I need to attach some Bounding sphere information with the imported model. I need some advice on how should I organize this in code. Here are some specs of the 3D file format: - 3D model is represented as a Tree consisting of nodes - each node can contain other nodes, geometry information, transformation etc My requirements: - a bounding sphere associated with each node, thereby yielding a tree of bounding sphere hierarchy for the model itself. - actual vertex information What would be the recommended way to deal with this situation? Thanks

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Determining if and where a photon will collide with a polygon in 3D space.

    - by Peter
    The problem is straight forward: 1) We have a photon traveling from Point 1 (x,y,z) to Point 2 (x,y,z), both of which could be located anywhere in 3D space. 2) We have a polygon that is both rotated randomly on the x-axis and/or y-axis and also located anywhere in 3D space. 3) We want to find: a) if the photon will collide with the polygon at all and b) if it does where will that be (x,y,z)? An image of the problem: http://dl.dropbox.com/u/3150177/Programming/3D/Math/Photon%20Path/Photon%20Path.png The aim of this is to calculate how the photon's path should be altered from an interaction(s) with the polygon(s). I am reading up on this subject now but I was wondering if anyone could give me a head start. Thanks in advance.

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  • Première sortie pour Android 3, le successeur d'Android 2.3 intégrera une version 3D des Google Maps

    Premières sortie pour Android 3 Le successeur d'Android 2.3 intégrera une version 3D des Google MapsLors de la conférence Dive Into Mobile qui se déroule actuellement, Andy Rubin, en charge du développement d'Android, a fait lors de sa keynote une démonstration de la future version d'Android (3.0, alias Honeycomb) sur une tablette Motorola.Le fait marquant de cette présentation (l'UI pour l'instant épurée n'ayant été qu'entraperçue) fut la démonstration de la future version de Google Maps qui sortira dans les jours avenir.De cette présentation il ressort qu'au menu de la prochaine mise à jour de Google Maps nous aurons : le chargement beaucoup plus rapide des cartes ; la gestion de l'affichage de...

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