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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • Where to start in creating a massive multiplayer 3D Java game [on hold]

    - by user1373771
    I am planning on creating a massive multiplayer world and I am wondering where to start. I am quite inexperienced in the field of Java but I have researched into it and learned that it is perhaps my best bet in creating this project is Java for the fact that it has a much easier learning curve than C++ to beginners and still capable of holding massive amounts of players at a time. My question is simple: Should I start the game by creating a single player prototype and introducing multiplayer later as I become more experienced or start with multiplayer before I am completely experienced in the field. Thanks for your help!

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  • CommonFilter 0.3D now released on CodePlex.

    CommonFilter is a subset of the CommonData project, containing just the functions and unit tests for filtering user input. The functions include filters for: Input of upper case and lower case alpha Input of numeric fields Input of text containing HTML markup to check that it only contains permitted markup. The general functions are available both as a form that silently drops non-permitted characters or in a try-parse format....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Le PDF en 3D avec WebGL inventé par des membres de Developpez.com, ils fondent la société SPACEGOO

    Le PDF en 3D avec WebGL inventé par des membres de Developpez.com Qui créent un nouveau mode de navigation et fondent SPACEGOO La standardisation de la technologie WebGL à l'été 2010, et son implémentation par les navigateurs récents (Firefox 4, Chrome 7, Opera 11.50, Webkit) ont permis de faire simplement du rendu 3D de qualité dans le navigateur. La scène 3D est rendue dans un canvas HTML5, ce qui permet d'intégrer ces éléments 3D à un site « standard », développé en PHP et CSS par exemple. Utilisée essentiellement pour les jeux, les démos, et la visualisation d'objets 3D, des membres de développez ont fondé la société SPACEGOO et ont eu l'idée d'utiliser le WebGL pour représenter du contenu te...

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  • CommonFilter 0.3D now released on CodePlex.

    CommonFilter is a subset of the CommonData project, containing just the functions and unit tests for filtering user input. The functions include filters for: Input of upper case and lower case alpha Input of numeric fields Input of text containing HTML markup to check that it only contains permitted markup. The general functions are available both as a form that silently drops non-permitted characters or in a try-parse format....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • Making video from 3D gaphics in OpenGL

    - by MVTC
    What are some of the preferred methods or libraries for creating video from an OpenGL graphics simulation? For example, I want to create a visualization(video) of an N-Body gravity simulation by rendering non-real-time OpenGL frames. The simulation is already coded, I just don't know how to convert it to video. EDIT: I am also interested in providing the described functionality: The user can adjust parameters including the time step between captured frames and then initiate the simulation. The user waits for the simulation to complete, and then can watch the results. The user is able to increase or decrease the playback speed of the simulation whereas in slow motion, more frames are used i.e., you see higher resolution time steps, and when the speed is increased, you see lower resolution time steps at a higher rate, but the frames per second flashing on the screen is constant.

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  • Unity 3D Display Lag

    - by ec2011
    I find that there is quite a lot of lag when using Unity after upgrading to Precise. It seems that when I first start up the computer, everything is fine, but then if I put the computer on standy for a while and then come back to it, the display is extremely slow and there is a significant delay to visual effects that make the system rather cumbersome to use. I tried to report this as a bug but then bug reporting tool directed me to ask this is a question here first. Thanks for any ideas

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • La navigation 3D bientôt intégrée à Safari ? Des dépôts de brevets d'Apple révèlent une nouvelle fonctionnalité pour le navigateur

    La navigation 3D bientôt intégrée à Safari ? Des dépôts de brevets d'Apple révèlent une nouvelle fonctionnalité pour le navigateur La navigation 3D pourrait bientôt être possible avec le navigateur Safari. Selon plusieurs demandes de brevets d'Apple repérées par le site spécialisé Pantetly Apple, la société travaillerait sur une nouvelle fonctionnalité pour Safari. Les brevets décrivent une version 3D de Safari qui permettra aux utilisateurs d'empiler des signets, e-mails, documents et applications dans des formes 3D. [IMG]http://rdonfack.developpez.com/Safari3D.PNG[/IMG] Plusieurs utilisations du système d'empilage 3D que pourrait fournir l...

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  • Computer Vision application(+web interface) for face detection and recognition from database

    - by Kush
    My project is a computer vision java application which should implement the following : A web interface through which the form entry+images(for example a student data) will be stored into a database(Mysql) & images into directory common to my java application. Then the data & images can be retrieved from my java Gui application and I can perform the following operations of image processing through OpenCV. Actually,I want to run the face detection on images retrieved and discard the false entries(no proper face). Also the application user/admin can search an image based on text search(By Id) or By another reference image using face recognition. I am well familiar with Java but the problem is that I need a guidance on how to organise it in a stepwise manner(links appreciated).OpenCv,Php and mySql are really messy.I know doing the openCV stuff within java is real overhead but i really want to do it.But If there is any suggestion to do it elseway please guide me.So any kind of help is a ray of hope for me. Thanks.

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  • How to make a 3D UI for an application ?

    - by wacky_coder
    I'm building an application and I'd like its User Interface to be 3D, most probably a cylinder. The user would see the cylinder[Horizontally laid] and the cylinder's curved surface would have the buttons and any other controls that need to be placed. The cylinder needs to rotate and later, I'd like to add some other effects to the cylinder too. Someone told me that such a UI can be modelled using Maya or Blender and exported to openGL and then I could use C/C++ (with Qt) to carry out the actions. How can this be done?? Is there any other way to build the UI and do all the other things that I need ?? I really need some help because I have the UI in mind, but no idea on how to implement it. Thanks

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  • How to determine which side of a 3D plane is showing?

    - by Josh Santangelo
    This is a 3d n00b question. I'm working on a WPF control which implements the basics of Silverlight's PerspectiveTransform feature, allowing a 2D plane to be rotated on any of the three axes. It works pretty well. However I'm a little stuck on the math required to determine whether or not the back of the plane is showing. My naive code for figuring that out now is: bool isBackShowing = Math.Abs(RotationX) > 90 && Math.Abs(RotationY) < 90; if (!isBackShowing) { isBackShowing = Math.Abs(RotationX) < 90 && Math.Abs(RotationY) > 90; } However, this fails when the rotation is between +-270 and +-360 on either axis. The underlying transform is using a Quaternion object to do the actual rotation, and that has nice Axis and Angle properties, so I'm guessing I could just use that if I knew how.

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  • signed angle between two 3d vectors with same origin within the same plane? recipe?

    - by Advanced Customer
    Was looking through the web for an answer but it seems like there is no clear recipe for it. What I need is a signed angle of rotation between two vectors Va and Vb lying within the same 3D plane and having the same origin knowing that: the plane contatining both vectors is an arbitrary and is not parallel to XY or any other of cardinal planes Vn - is a plane normal both vectors along with the normal have the same origin O = { 0, 0, 0 } Va - is a reference for measuring the left handed rotation at Vn The angle should be measured in such a way so if the plane would be XY plane the Va would stand for X axis unit vector of it. I guess I should perform a kind of coordinate space transformation by using the Va as the X-axis and the cross product of Vb and Vn as the Y-axis and then just using some 2d method like with atan2() or something. Any ideas? Formulas?

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  • How to color a mesh with values at the vertices in WPF 3D?

    - by Christo
    We've got a sphere which we want to display in 3D and color given a fuction that depends on spherical coordinates. The sphere was triangulated using a regular grid in (theta, phi), but this produced a lot of small triangles near the poles. In an attempt to reduce the number triangles at the poles, we've changed out mesh generation to produce more evenly sized triangles over the surface. The first triangulation method had the advantage that we could easily create a texture and drape it over the surface. It seems that in WPF it isn't possible to assign colors to vertices the way one would go about in OpenGL or Direct3D. With the second triangulation method it isn't apparent how to go about generating the texture and setting the texture coordinates, since the vertices aren't aligned to a grid anymore. Maybe it would be possible to create a linear texture containing a color for each vertex, but then how will that effect the coloring? Will it still render smoothly over the triangle surfaces as one would expect by applying per vertex coloring?

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  • openmp vs opencl for computer vision

    - by user1235711
    I am creating a computer vision application that detect objects via a web camera. I am currently focusing on the performance of the application My problem is in a part of the application that generates the XML cascade file using Haartraining file. This is very slow and takes about 6days . To get around this problem I decided to use multiprocessing, to minimize the total time to generate Haartraining XML file. I found two solutions: opencl and (openMp and openMPI ) . Now I'm confused about which one to use. I read that opencl is to use multiple cpu and GPU but on the same machine. Is that so? On the other hand OpenMP is for multi-processing and using openmpi we can use multiple CPUs over the network. But OpenMP has no GPU support. Can you please suggest the pros and cons of using either of the libraries.

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  • How to get a 3D picture in an iphone app?

    - by wolverine
    In an application, i saw that they used to display pictures of vehicles. But what was amazing was when we touch and swipe in that picture, it rotates in 3d way left and right. And from the front view we can rotate and get to see its back view also. It is a very good feature and i was trying to replicate it. But couldnt get an idea of how and where to start. My doubts are Whats the actual format of the thing, it surely isn't a picture. How do they get to rotate it? Could someone give me an idea where i should start or where I should look upon?

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  • Ubuntu 11.10 Virtual-box Unity 3D not working

    - by naveen
    After struggling for four hours, I still cannot get Unity 3D of Gnome 3 to work on my VirtualBox - I have been pouring through Internet and forum posts but to no avail. Here's what I've done so far: VirtualBox 4.1.4r74921 on Windows 7 Installed Ubuntu Desktop 11.10 ( 32 bit ) Enabled 3D acceleration Allocated 1.5GB of RAM Allocated 50MB video memory (hope this is not the culprit) Installed Guest edition 4.1.4 Did apt-get update and apt-get upgrade Booted back in to Ubuntu - falls back to Unity 2D Shared folder, mouse integration all works, so guest edition is properly installed Tried the command and below is the output /usr/lib/nux/unity_support_test –p OpenGL vendor string: Mesa Project OpenGL renderer string: Software Rasterizer OpenGL version string: 2.1 Mesa 7.11 Not software rendered: no 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 I am trying to find what the "no" means but cannot find any good answers. Inter Core i5 processor 4GB of RAM on the host Display adapter: NVIDIA GeForce 8400GS Is anyone else facing the same problem? If so, can you point me to a solution or any reference where I can find a solution?

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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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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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