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  • Can not remove cube in UDK

    - by user32228
    For some reason, I can't move or remove an 'invisible' cube which is on my map. I searched on Google to find a solution but somehow I still can't remove it. The cube looks like this: http://screencloud.net/v/uNyz In Brush Wireframe: http://screencloud.net/v/3C0c In Wireframe: screencloud.net/v/oGBj As you can see, I want to delete the brown cube. Selecting it and pressing the DEL button won't do anything. So, how do you delete the brown cube? EDIT: Seriously, I wrote this post a few minutes ago and I found the solution. However, I still don't know how to delete the brown cube.

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  • Shadow Mapping and Transparent Quads

    - by CiscoIPPhone
    Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As the depth value will be set across all of the quad and not just the visible parts it will cast a quad shadow, which is not what I want. How can I make my transparent quads cast correct shadows using shadow mapping?

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  • Car engine sound simulation

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • Using Ogre particle point billboards with shaders

    - by Jay
    I'm learning about using Ogre particles and had some questions about how the point type particles work. Q. I believe point type particles are implemented as a single position. Is one single vertex is passed to the vertex shader? Q. If one vertex is passed to the vertex shader then what gets sent to the fragment shader? Q. Can I pass the particle size to the shader? Perhaps with a custom parameter?

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  • Separate shaders from HTML file in WebGL

    - by Chris Smith
    I'm ramping up on WebGL and was wondering what is the best way to specify my vertex and fragment shaders. Looking at some tutorials, the shaders are embedded directly in the HTML. (And referenced via an ID.) For example: <script id="shader_1-fs" type="x-shader/x-fragment"> precision highp float; void main(void) { // ... } </script> <script id="shader_1-vs" type="x-shader/x-vertex"> attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; // ... My question is, is it possible to have my shaders referenced in a separate file? (Ideally as plain text.) I presume this is straight forward in JavaScript. Is there essentially a way to do this: var shaderText = LoadRemoteFileOnSever('/shaders/shader_1.txt');

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Developing for Chrome App/Android?

    - by Johnny Quest
    I have been developing for win7 mobile (XNA/silverlight and will continue to do so, love everything about it) but I wanted to branch a few of my more polished games to google app store online, and perhaps android(though not sure, as with all the different versions it makes learning/loading applications a bit tricky) What is the most versatile language to start learning from chrome apps/android: Java would be excellent for android, but could I port it to a web app for chrome? (and its close to C#) Flash would work for a web app as I can just embed it into a html page (have done actionscript before, didn't care much for the IDE though), but would it also work on android? or I guess there is always C/C++ but haven't heard much about that, though I think it works for both (though C++ does interest me) Any advice would be excellent, thanks.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • SFML programs fails to debug with glslDevil

    - by Zhen
    I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step: W! Program Start | glXGetConfig(0x86a50b0, 0x86acef8, 4, 0xbf8228c4) | glXGetConfig(0x86a50b0, 0x86acef8, 5, 0xbf8228c8) | glXGetConfig(0x86a50b0, 0x86acef8, 8, 0xbf8228cc) | glXGetConfig(0x86a50b0, 0x86acef8, 9, 0xbf8228d0) | glXGetConfig(0x86a50b0, 0x86acef8, 10, 0xbf8228d4) | glXGetConfig(0x86a50b0, 0x86acef8, 11, 0xbf8228d8) | glXGetConfig(0x86a50b0, 0x86acef8, 12, 0xbf8228dc) | glXGetConfig(0x86a50b0, 0x86acef8, 13, 0xbf8228e0) | glXGetConfig(0x86a50b0, 0x86acef8, 100000, 0xbf8228e4) | glXGetConfig(0x86a50b0, 0x86acef8, 100001, 0xbf8228e8) | glXCreateContext(0x86a50b0, 0x86acef8, (nil), 1) E! Child process exited W! Program termination forced! And the code that fails: #include <SFML/Graphics.hpp> #define GL_GLEXT_PROTOTYPES 1 #define GL3_PROTOTYPES 1 #include <GL/gl.h> #include <GL/glu.h> #include <GL/glext.h> int main(){ sf::RenderWindow window{ sf::VideoMode(800, 600), "Test SFML+GL" }; bool running = true; while( running ){ sf::Event event; while( window.pollEvent(event) ){ if( event.type == sf::Event::Closed ){ running = false; }else if(event.type == sf::Event::Resized){ glViewport(0, 0, event.size.width, event.size.height); } } window.display(); } return 0; } Is It posible to solve this problem? or get around the problem to continue the gslsDevil use?.

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  • Most efficient way to rebuild a tree structure from data

    - by Ahsan
    Have a question on recursively populating JsTree using the .NET wrapper available via NuGet. Any help would be greatly appreciated. the .NET class JsTree3Node has a property named Children which holds a list of JsTree3Nodes, and the pre-existing table which contains the node structure looks like this NodeId ParentNodeId Data AbsolutePath 1 NULL News /News 2 1 Financial /News/Financial 3 2 StockMarket /News/Financial/StockMarket I have a EF data context from the the database, so my code currently looks like this. var parentNode = new JsTree3Node(Guid.NewGuid().ToString()); foreach(var nodeItem in context.Nodes) { parentNode.Children.Add(nodeItem.Data); // What is the most efficient logic to do this recursively? } as the inline comment says in the above code, what would be the most efficient way to load the JStree data on to the parentNode object. I can change the existing node table to suite the logic so feel free to suggest any changes to improve performance.

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • Can't load vector font in Nuclex Framework

    - by ProgrammerAtWork
    I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong... I've added Nuclex.TrueTypeImporter to my references in my content and I've added Nuclex.Fonts & Nuclex.Graphics in my main project. I've put Arial-24-Vector.spritefont & Lindsey.spritefont in the root of my content directory. _spriteFont = Content.Load<SpriteFont>("Lindsey"); // works _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes I get this error on the _testFont line: File contains Microsoft.Xna.Framework.Graphics.SpriteFont but trying to load as Nuclex.Fonts.VectorFont. So I've searched around and by the looks of it it has something to do with the content importer & the content processor. For the content importer I have no new choices, so I leave it as it is, Sprite Font Description - XNA Framework for content processor and I select Vector Font - Nuclex Framework And then I try to run it. _testFont = Content.Load<VectorFont>("Arial-24-Vector"); // crashes again I get the following error Error loading "Arial-24-Vector". It does work if I load a sprite, so it's not a pathing problem. I've checked the samples, they do work, but I think they also use a different version of the XNA framework because in my version the "Content" class starts with a capital letter. I'm at a loss, so I ask here. Edit: Something super weird is going on. I've just added the following two lines to a method inside FreeTypeFontProcessor::FreeTypeFontProcessor( Microsoft::Xna::Framework::Content::Pipeline::Graphics::FontDescription ^fontDescription, FontHinter hinter, just to check if code would even get there: System::Console::WriteLine("I AM HEEREEE"); System::Console::ReadLine(); So, I compile it, put it in my project, I run it and... it works! What the hell?? This is weird because I've downloaded the binaries, they didn't work, I've compiled the binaries myself. didn't work either, but now I make a small change to the code and it works? _. So, now I remove the two lines, compile it again and it works again. Someone care to elaborate what is going on? Probably some weird caching problem!

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Rotate sprite to face 3D camera

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. shaders->setUniform("camera", gCamera.matrix()); glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(5e5, 5e5, 5e5)); glm::vec3 look = gCamera.position(); glm::vec3 right = glm::cross(gCamera.up(), look); glm::vec3 up = glm::cross(look, right); glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), up) * scale; shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I rotate the camera around it, it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. What am I doing wrong?

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  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Does swf provide better compress rate than zlib for png image?

    - by Huang F. Lei
    Somebody told me that when a png image is stored in swf, it's separated to several layer, hence the alpha channel can be compressed better. Is it true? Or, once png image is imported into a swf, it's format is changed, e.g converted into bitmap data, and than compressed by swf's compress algorithm. That's, it is not in png format anymore. I don't know how swf packing its resource, please tell me if you know.

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