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  • Where to find good 3d articles for wpf?

    - by Ankit Rathod
    Hello, I am beginner in WPF. I am basically a Silverlight guy and as i know it doesn't support the full real 3d model of WPF. I am getting interested in learning 3D in WPF. I googled up for WPF and i get very old links which are 3 years old back when WPF was known as Avalon. They may not be of any use in V4.0. Can anybody refer me some links where i can learn WPF 3D from basics? Thanks in advance :)

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  • Background problem of opengl 3d object over iphone camera view

    - by user292127
    Hi, I'm loading opengl 3d objects over the iphone camera view. When opengl view is loaded it's loading with a opengl 3d object with black background. The black background color will block the camera view.I just want to clear background color of opengl view so that I could load only the 3d object to the camera view. I had tried glclearcolor(1.0,1.0,1.0,0.0); but no change to background color. I had also tried to clear background color opengl view using [glview setbackgroundColor:[UIColor clearColor]];. No change in back ground color. Can any one help me with this stuff ? I'm new to opengl. Thanks in advance

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  • Find most right and left point of a horizontal circle in 3d Vector environment

    - by Olivier de Jonge
    I'm drawing a 3D pie chart that is rendered with in 3D vectors, projected to 2D vectors and then drawn on a Graphics object. I want to calculate the most left and right point of the circle The method to create a vector, draw and project to a 2d vector are below. Anyone knows the answer? public class Vector3d { public var x:Number; public var y:Number; public var z:Number; //the angle that the 3D is viewed in tele or wide angle. public static var viewDist:Number = 700; function Vector3d(x:Number, y:Number, z:Number){ this.x = x; this.y = y; this.z = z; } public function project2DNew():Vector { var p:Number = getPerspective(); return new Vector(p * x, p * y); } public function getPerspective():Number{ return viewDist / (this.z + viewDist); } }

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  • How to enable Chess 3D on Ubuntu 9.10?

    - by Jian Lin
    The 3D cannot be easily enabled. A thread that people refer to is http://ubuntuforums.org/showthread.php?t=416660 but I tried several suggestions on that thread and it doesn't work yet. The message is: No Python OpenGL support No Python GTKGLExt support

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Unity's gone! How do I get it back?

    - by Kelley
    Earlier today my Unity desktop disappeared: I got a black screen with white text, but it disappeared too quickly for me to read. When the desktop reappeared, it was the Ubuntu Classic desktop. I used $ unity --reset but that did not do anything. I tried rebooting so I could choose unity from the list when I logged in, but although there was Ubuntu choice, there was no unity listed (but classic was listed). I was able to install Unity 2D and am using that, but really want to get 3D back. I had been using Ubuntu without problems for several weeks when this happened. My graphics card is onboard a Dell Latitude desktop - a couple years old - and is reported as an Intel G33/G31. I've looked at other requests for help here, and tried suggestions when they seemed to relate to similar problems, but nothing seems to work so far. Any ideas? Thanks! This is part of the output of my latest attempt to run unity --reset Window manager warning: 0x3e01c35 () appears to be one of the offending windows with a timestamp of 1309472834. Working around... Window manager warning: last_user_time (1309473695) is greater than comparison timestamp (1126160). This most likely represents a buggy client sending inaccurate timestamps in messages such as _NET_ACTIVE_WINDOW. Trying to work around... Window manager warning: 0x4c0046c (mdk@Habane) appears to be one of the offending windows with a timestamp of 1309473695. Working around... Window manager warning: Received a NET_CURRENT_DESKTOP message from a broken (outdated) client who sent a 0 timestamp Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x4c0046c (mdk@Habane) Window manager warning: meta_window_activate called by a pager with a 0 timestamp; the pager needs to be fixed.

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • What does "fully supported" mean in context of Radeon Opensource Video Driver?

    - by stevecoh1
    UPDATE: This is not a request for support of my specific issue. Details of that issue are here: How to recover from bad upgrade to 13.04 (Unity very slow) . I have "solved" that issue, for the time being anyway, by loading alternative lighter weight desktops. This question was opened specifically to question the meaning of the documentation at https://help.ubuntu.com/community/RadeonDriver . END OF UPDATE There it is, in Black and White: https://help.ubuntu.com/community/RadeonDriver Fully Supported All these Radeon(HD) cards and derivatives have good 3D acceleration support. This is not an exhaustive list: ... RV610/RV630 Radeon HD 2400/2600/2700/4200/4225/4250 Yet in my case (the HD2400) this proves to be manifestly untrue, at least if "Fully Supported" means sufficient to run Unity in Ubuntu 13.04. It runs all the applications I can launch under Unity, but Unity itself is unbearably slow. It's quite striking really. Click on the "Dash" - go get a cup of coffee. Type a key in the Unity search box, wait five seconds for it to appear. Type Alt-tab and wait five seconds for the screen to finish painting. None of these issues appear outside of Unity components. As you all know, there are complaints about slow performance all over the Internet about Unity. Shouldn't this page somehow address this issue? Especially if "fully supported" doesn't mean sufficiently to run the default modern Ubuntu release. What does "fully supported" mean?

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Créez vos propres jeux 3D comme les pros, avec le Blender Game Engine, un livre de Grégory Gosselin De Bénicourt

    Créez vos propres jeux 3D comme les pros Avec le Blender Game Engine Longtemps réservée à un cercle de programmeurs passionnés, la 3D peine encore à s'inviter au sein des petits studios de jeux indépendants, et pour cause: le ticket d'entrée est relativement élevé. Blender (logiciel gratuit et Open Source) permet de modéliser, d'animer, de faire un rendu 3D et surtout d'être utilisé comme moteur de jeu. C'est l'outil parfait pour le débutant, mais également pour celui qui veut créer un...

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  • Which toolkit to use for 3D MMO game development?

    - by Ahmet Yildirim
    Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & client development in same context. This question has been in mind for about 2 weeks now. So.. yesterday i started developing a game from scratch by using Irrlicht.Net Wrapper to use Socket library of .NET which im already familiar. But i found out .Net wrapper of Irrlicht is not totally finished yet and still have lacks from the original. So i lost all my motives :/. So i thought why not to ask the experts before i run into another dead end... What Game Engine and Networking Library is best way to go for 3D MMO Development? Here is some of my early conclusions: Please let me know the ones im wrong. C++: Best Performance for 3D Graphics. Most Game Engines has native C++ Libraries. Lacks a Solid Socket Library .NETC++ Lacks Intellisense Support. C#: Intellisense Support NET Socket Library Lacks 3D Graphics Performance Lacks a native solid 3D Game Engine

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Firefox 11 affiche la structure des pages web en 3D et les changements dans les feuilles de styles CSS en temps réel

    Firefox 11 affiche la structure des pages web en 3D Et les changements dans les feuilles de style CSS en temps réel Firefox 11 vient d'intégrer un ensemble d'améliorations qui risquent de ne pas laisser les développeurs web indifférents. La première nouveauté est un outil qui permet de visualiser la structure (CSS, etc.) d'une page en 3D. Page Inspector 3D View, surnommé Tilt, repose sur WebGL. « Cet outil permet à tout utilisateur de comprendre immédiatement le lien entre le code et la page finale », explique Mozilla. « Alors que les outils pour développeurs, tels que « view source », ont toujours été utiles pour apprendre à développer une page, l'affichage en 3D...

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  • best way of rendering more 3D models in three.js that not slow down page?

    - by GDevLearner
    I am in the way of creating a 3D web game using threeJS library. This is a multi-player game that players are 3D human models in game, and I need to add a human 3D model for each player that enters the game. Additionally, I want to animate the humans while they walking, but the problem, here is that adding a 3D model and animating that for each player will slow down the game or maybe cause the browser to crash. question: what is the better way of showing and animating the player's models that will not slow down the game?

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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