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  • Ogre3D Fog with overlays

    - by Yourdoom
    I'm building a game with Ogre3d, I've got fog working properly with: scenemanager->setFog(Ogre::FOG_LINEAR, Ogre::ColourValue( 0.23f, 0.725f, 1.0f ), 0, 18, 20 ); However I'm currently implementing a GUI system (libRocket) which is rendered on top of everything else, and this removes the fog, does anyone know how to fix this? (I'm using the default libRocket rendering system for ogre as included in the samples, but this problem also appears when using a semi-transparent overlay).

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  • Change from Bullet/OgreAnim to Havok?

    - by Brett Powell
    I have been working on a game in Ogre for the last 6 months or so. It started as a learning project, and after a few rewrites it actually turned into a real game project. Physics scared me, and using Bullet with its lack of documentation was a nightmare, but I was able to atleast get some basics added and learned a lot. So as of now I am using Ogre with its default animation system (fairly basic) and Bullet Physics. I had always wanted to use Havok when I started out, but due to lack of integration information on the Ogre forums, and lack of tutorials on the net, I decided against it. Now that I am actually at the point where Bullet is just too much of a headache to proceed with (staring at forum threads praying someone answers) and the Ogre animation system is so basic, I am considering switching to Havok for Physics and Animation. The Physics system looks extremely polished and easy to use. The animation system looks incredible with the retargeting/blending/etc. The documentation is incredibly detailed as well (I guess when you come from Bullet, any documentation looks amazing) So my question is, as I am still somewhat of a 'newbie' to game development, should I just stick with what I am using now or should I make the switch over to Havok? The physics looks like I could get my project back to where it is now with minimal effort, and be able to expand much faster. The animation aspect looks extremely daunting as far as integrating it with Ogre.

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  • Compiling a DLL which includes Ogre3D gives an assertion error when used

    - by samaursa
    Hi, I have a framework that I am building and is being compiled into a static library to be used by other projects. The library works perfectly without issues. The problem is that the link time is very long for the projects that use the library so I thought I will make a DLL project of the same framework. I started with baby steps and created an MFC DLL project through visual studio. The project has the following header: /// -------------------------------------------- #ifndef OGRECORE_H #define OGRECORE_H #ifdef OGREFW_EXPORT #define OGREFW_DLL __declspec(dllexport) #else #define OGREFW_DLL __declspec(dllimport) #endif class OgreRoot; namespace OgreFW { class OGREFW_DLL OgreCore// : public OIS::KeyListener, public OIS::MouseListener { public: OgreCore(); ~OgreCore(); }; }; #endif // OGRECORE_H and this is the source #include "stdafx.h" #include "OgreCore.h" //#include "Ogre.h" //#include "OgreRoot.h" //#include "OgreRenderWindow.h" //#include "OgreLog.h" //#include "OgreLogManager.h" //#include "OgreOverlay.h" //#include "OgreViewport.h" //#include "OgreRenderWindow.h" //#include "OgreFrameListener.h" //#include "OgreWindowEventUtilities.h" //#include "OgreSceneNode.h" //#include "OgreEntity.h" //#include "OgreManualObject.h" //#include "OgreMeshManager.h" //#include "OgreConfigFile.h" //#include "OgreOverlayContainer.h" //#include "OgreOverlayManager.h" namespace OgreFW { OGREFW_DLL OgreCore::OgreCore() { } // ------------------------ OGREFW_DLL OgreCore::~OgreCore() { } } As you can see I have commented out Ogre includes. When a project uses the compiled DLL and constructs this (OgreCore) class, it works perfectly fine. As soon as uncomment one of the Ogre includes and compile the DLL again, the project that uses the DLL now gives an assertion error. The full details can be found here in the Ogre forum post. I posted the question there first but since its not really an Ogre specific question I thought I will try here as well. The link to the Ogre post is: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=58403 Thank you in advance

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  • Ogre3D, OGRE_NEW gives editor errors

    - by automaticoo
    Hello Game Developers, I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered a "error" was in Basic Tutorurial 3. The code line where visual studio says something is not right is : mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual studio compiles this line but it shows a ugly red line beneath it and on mouse hover it says "#define OGRE_NEW new (FILE, LINE, FUNCTION) Error: no instance of overloaded 'operator new' matches the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier". I searched on google but couldn't find my answer. I got about a year c++ experience but that was mainly with the WinSock libarys. Thanks in advance.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Torchlight Black Screen and doesn't show up

    - by Lelouch Reyiz
    When I open it in full screen I get a black screen that covers whole screen,in windowed mode middle of screen.Here is a video: https://copy.com/fvrGw7QIJ8Z0 Terminal Output: alperen@alperen-Inspiron-N5010 /usr/local/games/Torchlight $ ./Torchlight.bin.x86_64 Creating resource group General Creating resource group Internal Creating resource group Autodetect SceneManagerFactory for type 'DefaultSceneManager' registered. Registering ResourceManager for type Material Registering ResourceManager for type Mesh Registering ResourceManager for type Skeleton MovableObjectFactory for type 'ParticleSystem' registered. OverlayElementFactory for type Panel registered. OverlayElementFactory for type BorderPanel registered. OverlayElementFactory for type TextArea registered. Registering ResourceManager for type Font ArchiveFactory for archive type FileSystem registered. ArchiveFactory for archive type Zip registered. FreeImage version: 3.13.1 This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz DDS codec registering Registering ResourceManager for type HighLevelGpuProgram Registering ResourceManager for type Compositor MovableObjectFactory for type 'Entity' registered. MovableObjectFactory for type 'Light' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'RibbonTrail' registered. Loading library lib64/OGRE/RenderSystem_GL Installing plugin: GL RenderSystem OpenGL Rendering Subsystem created. Plugin successfully installed Loading library lib64/OGRE/Plugin_ParticleFX Installing plugin: ParticleFX Particle Emitter Type 'Point' registered Particle Emitter Type 'Box' registered Particle Emitter Type 'Ellipsoid' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ring' registered Particle Emitter Type 'HollowEllipsoid' registered Particle Affector Type 'LinearForce' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourInterpolator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'DeflectorPlane' registered Plugin successfully installed Loading library lib64/OGRE/Plugin_OctreeSceneManager Installing plugin: Octree & Terrain Scene Manager Plugin successfully installed *-*-* OGRE Initialising *-*-* Version 1.6.5 (Shoggoth) terminate called after throwing an instance of 'std::out_of_range' what(): basic_string::substr Error: signal: 6 ./Torchlight.bin.x86_64(_ZN10LinuxUtils13crash_handlerEi+0x25)[0x17eb6f5] /lib/x86_64-linux-gnu/libc.so.6(+0x37000)[0x7fc647877000] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x39)[0x7fc647876f89] /lib/x86_64-linux-gnu/libc.so.6(abort+0x148)[0x7fc64787a398] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x155)[0x7fc6481826b5] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e836)[0x7fc648180836] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5e863)[0x7fc648180863] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0x5eaa2)[0x7fc648180aa2] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZSt20__throw_out_of_rangePKc+0x67)[0x7fc6481d25d7] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xbe3d3)[0x7fc6481e03d3] ./Torchlight.bin.x86_64(_ZN11CFileSystem21buildMassiveDataGroupEv+0x453)[0x1617805] ./Torchlight.bin.x86_64(_ZN11CFileSystemC1Eb+0x14be)[0x16145ae] ./Torchlight.bin.x86_64(_ZN22CMasterResourceManagerC1EP9CSettings+0x41a)[0xfe1d0a] ./Torchlight.bin.x86_64(_ZN5CGame5setupEb+0x79a)[0x73ceaa] ./Torchlight.bin.x86_64(_ZN5CGame5beginEPv+0x28d)[0x73b839] ./Torchlight.bin.x86_64(main+0x649)[0x146dbe4] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5)[0x7fc647861ec5] ./Torchlight.bin.x86_64[0x739ca9]

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • How can I make keyword order more relevant in my search?

    - by Atomiton
    In my database, I have a keywords field that stores a comma-delimited list of keywords. For example, a Shrek doll might have the following keywords: ogre, green, plush, hero, boys' toys A "Beanie Baby" doll ( that happens to be an ogre ) might have: beanie baby, kids toys, beanbag toys, soft, infant, ogre (That's a completely contrived example.) What I'd like to do is if the consumer searches for "ogre" I'd like the "Shrek" doll to come up higher in the search results. My content administrator feels that if the keyword is earlier in the list, it should get a higher ranking. ( This makes sense to me and it makes it easy for me to let them control the search result relevance ). Here's a simplified query: SELECT p.ProductID AS ContentID , p.ProductName AS Title , p.ProductCode AS Subtitle , 100 AS Rank , p.ProductKeywords AS Keywords FROM Products AS p WHERE FREETEXT( p.ProductKeywords, @SearchPredicate ) I'm thinking something along the lines of replacing the RANK with: , 200 - INDEXOF(@SearchTerm) AS Rank This "should" rank the keyword results by their relevance I know INDEXOF isn't a SQL command... but it's something LIKE that I would like to accomplish. Am I approaching this the right way? Is it possible to do something like this? Does this make sense?

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  • Boost singleton and undefined reference

    - by Ockonal
    Hello, I globally use singleton pattern in my project. To make it easier - boost::singleton. Current project uses Ogre3d library for rendering. Here is some class: class GraphicSystem : public singleton<GraphicSystem> { private: Ogre::RenderWindow *mWindow; public: Ogre::RenderWindow *getWindow() const { return mWindow; } }; In GraphicSystem constructor I fill the mWindow value: mWindow = mRoot->createRenderWindow(...); I cheked it, everything makes normally. So, now I have to use handler for the window in input system (to get window handle). Somewhere else in another class: Ogre::RenderWindow *temp = GraphicSystem::get_mutable_instance().getWindow(); GraphicSystem::get_mutable_instance().getWindow()->getCustomAttribute("WINDOW", &mWindowHandle); temp is 0x00, and there is segfault at last line (getting custon attribute). I can't understand, why does singleton returns undefined pointer for the window. All another singleton-based classes work well.

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  • Segfaults with singletons

    - by Ockonal
    Hello, I have such code: // Non singleton class MyLogManager { void write(message) {Ogre::LogManager::getSingletonPtr()->logMessage(message);} } class Utils : public singleton<Utils> { MyLogManager *handle; MyLogManager& getHandle { return *handle; } }; namespace someNamespace { MyLogManager &Log() { return Utils::get_mutable_instance().getHandle(); } } int main() { someNamespace::Log().write("Starting game initializating..."); } In this code I'm using boost's singleton (from serialization) and calling Ogre's log manager (it's singleton-type too). The program fails at any trying to do something with Ogre::LogManager::getSingletonPtr() object with code User program stopped by signal (SIGSEGV) I checked that getSingletonPtr() returns address 0x000 But using code Utils::get_mutable_instance().getHandle().write("foo") works good in another part of program. What's wrong could be there with calling singletons?

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  • Is it inefficient to have symbolic links to symbolic links?

    - by Ogre Psalm33
    We're setting up a series of Makefiles where we want to have a project-level include directory that will have symbolic links to sub-project-level include files. Many sub-project developers have chosen to have their include files also be symbolic links to yet another directory where the actual software is located. So my question is, is it inefficient to have a symbolic link to a symbolic link to another file (for, say, a C++ header that may be included dozens or more times during a compile)? Example directory tree: /project/include/ x_header1.h -> /project/src/csci_x/include/header1.h x_header2.h -> /project/src/csci_x/include/header2.h /project/src/csci_x/ include/ header1.h -> /project/src/csci_x/local_1/cxx/header1.h header2.h -> /project/src/csci_x/local_2/cxx/header2.h local_1/cxx/ module1.cpp header1.h local_2/cxx/ module2.cpp header2.h

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  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • How to get MAX value of a version-number (varchar) column in T-SQL

    - by Ogre Psalm33
    I have a table defined like this: Column: Version Message Type: varchar(20) varchar(100) ---------------------------------- Row 1: 2.2.6 Message 1 Row 2: 2.2.7 Message 2 Row 3: 2.2.12 Message 3 Row 4: 2.3.9 Message 4 Row 5: 2.3.15 Message 5 I want to write a T-Sql query that will get message for the MAX version number, where the "Version" column represents a software version number. I.e., 2.2.12 is greater than 2.2.7, and 2.3.15 is greater than 2.3.9, etc. Unfortunately, I can't think of an easy way to do that without using CHARINDEX or some complicated other split-like logic. Running this query: SELECT MAX(Version) FROM my_table will yield the erroneous result: 2.3.9 When it should really be 2.3.15. Any bright ideas that don't get too complex?

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  • Any good tools or tips for fuzz testing Windows forms applications?

    - by Ogre Psalm33
    I'm maintaining a ~300K LOC C# legacy thick-client application with a Windows.Forms interface. The app is full of little bugs and quirks. For example, I recently discovered a bug where if a users edits and tabs (not clicks) through cells on a DataViewGrid, and leaves the a certain cell selected, the app gets an "Object reference not set to an instance of an object" exception. I discover (or get a bug report of) something new like this about every week or two. I've had enough, and was thinking of trying some sort of fuzz testing on the application to try to ferret out undiscovered issues. If I roll-my-own fuzz testing, I'd assume I at least need to be able to generate test harnesses that run pieces of my app (main window, FormX, FormY, FormZ, ...) independently and try to inject events into them. I was trying to look for tools suited for this, but so far have come up with nothing for Win Forms. (There seems to be no shortage of fuzz testing tools for web apps, however). Any helpful ideas?

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  • Rhino Commons and Rhino Mocks Reference Documents?

    - by Ogre Psalm33
    Ok, is it just me, or does there seem to be a lack of (easy to find) reference documentation for Rhino Commons and Rhino Mocks? My coworkers have started using Rhino Mocks and Rhino Commons (particularly the NHibernate stuff), and I found a few tutorial-ish examples, which were good. But when I see them making use of a class in their code--let's pick something like Rhino.Commons.NHRepository, for example--I have been having a hard time just finding someplace on the web that tells me what Rhino.Commons.NHRepository is or what it does. I like to learn by looking at real examples, but using this approach, it's very handy to look at what the full docs are for a class, instead of just the current context. Similarly, I saw IaMockedRepository.Expect(...) being used in some code, but it took me forever to finally find this page that explains the AAA syntax for Rhino Mocks, which made it clear to me. I've found the Ayende.com wiki on Rhino Commons, but that seems to have a number of broken links. To me, the Rhino libraries seem like a great set of libraries in need of some desperate community help in the documentation area (Of course, as we all know, documentation is not the forte of most coders, and incomplete docs are all too common). Does anyone know if this is something in the works, someplace that some volunteer documenters are needed, or is there some great reference docs out there that I have somehow missed to Rhino Mocks and Rhino Commons?

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  • PHP to make vars and values part of array

    - by Chris
    I currently have this function to search and replace in a text file. // Input $ect = array('Visssa', 'Lisssa', 'her'); // Placeholders in the file $put = array('lname', 'fname', 'hisher'); // Replace the placeholders $oput = str_replace($put, $ct, 'tmpfile.txt'); This is not the full program but the idea is replace the values found in tmpfile.txt with the ones found in the $etc array. And it works flawlessly. But, what I need to do is get all passed vars (get/post) and then make the arrays so that the var is the value to replace and the value is the value to replace it with. So, if I sent the url http://xyz.com/?lname=tom&ogre=yes All instances of lname in the file would be replaces with tom and all instances of ogre would be replaced with yes. So somehow it just gets any/all variables passed in get/post and then the arrays showed above would cause the var to be replaced by the value in the file.

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • What library for octrees or kd-trees?

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • How best to deal with warning c4305 when type could change?

    - by identitycrisisuk
    I'm using both Ogre and NxOgre, which both have a Real typedef that is either float or double depending on a compiler flag. This has resulted in most of our compiler warnings now being: warning C4305: 'argument' : truncation from 'double' to 'Ogre::Real' When initialising variables with 0.1 for example. Normally I would use 0.1f but then if you change the compiler flag to double precision then you would get the reverse warning. I guess it's probably best to pick one and stick with it but I'd like to write these in a way that would work for either configuration if possible. One fix would be to use #pragma warning (disable : 4305) in files where it occurs, I don't know if there are any other more complex problems that can be hidden by not having this warning. I understand I would push and pop these in header files too so that they don't end up spreading across code. Another is to create some macro based on the accuracy compiler flag like: #if OGRE_DOUBLE_PRECISION #define INIT_REAL(x) (x) #else #define INIT_REAL(x) static_cast<float>( x ) #endif which would require changing all the variable initialisation done so far but at least it would be future proof. Any preferences or something I haven't thought of?

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Python library for scripting (C++ integration)

    - by Edward83
    Please advise me good wrapper/library for python. I need to implement simple scripting in c++ app; Under "good" I mean pretty understandable, well documented, no memory leaking, fast. For creating base interface of GameObject on Python and C++; Your own experience and useful links will be nice!!! I found link about it, but I need more specific within gamedev context. What combinations of libraries you used for python integration into c++? For example about ogre-python it said built using Py++ and Boost.Python library And one more question, maybe someone of you know how Python was integrated into BigWorld engine (it's own port or some library)? Thank you!!!

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