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  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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  • Fixed-Function vs Shaders: Which for beginner?

    - by Rob Hays
    I'm currently going to college for computer science. Although I do plan on utilizing an existing engine at some point to create a small game, my aim right now is towards learning the fundamentals: namely, 3D programming. I've already done some research regarding the choice between DirectX and OpenGL, and the general sentiment that came out of that was that whether you choose OpenGL or DirectX as your training-wheels platform, a lot of the knowledge is transferrable to the other platform. Therefore, since OpenGL is supported by more systems (probably a silly reason to choose what to learn), I decided that I'm going to learn OpenGL first. After I made this decision to learn OpenGL, I did some more research and found out about a dichotomy that I was somewhere unaware of all this time: fixed-function OpenGL vs. modern programmable shader-based OpenGL. At first, I thought it was an obvious choice that I should choose to learn shader-based OpenGL since that's what's most commonly used in the industry today. However, I then stumbled upon the very popular Learning Modern 3D Graphics Programming by Jason L. McKesson, located here: http://www.arcsynthesis.org/gltut/ I read through the introductory bits, and in the "About This Book" section, the author states: "First, much of what is learned with this approach must be inevitably abandoned when the user encounters a graphics problem that must be solved with programmability. Programmability wipes out almost all of the fixed function pipeline, so the knowledge does not easily transfer." yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: "It is generally considered easiest to teach neophyte graphics programmers using the fixed function pipeline." Naturally, you can see why I might be conflicted about which paradigm to learn: Do I spend a lot of time learning (and then later unlearning) the ways of fixed-functionality, or do I choose to start out with shaders? My primary concern is that modern programmable shaders somehow require the programmer to already understand the fixed-function pipeline, but I doubt that's the case. TL;DR == As an aspiring game graphics programmer, is it in my best interest to learn 3D programming through fixed-functionality or modern shader-based programming?

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  • For photography use, is Unity is overheating my laptop? Should I try OpenSuse instead?

    - by SoT
    I am a perfect noob here in the Linux world. Previously was using Windows 7. Mine is an HP laptop - Intel core2duo T5470 @ 1.60GHz × 2 / 965GM with 2GB RAM. I installed Ubuntu 12.04TLS and is quite liking it's display. I really recognized it is 3D before knowing it was Unity 3D interface. My uses are image editing, home uses, downloads, browsing etc.. No video-editing/gaming at all. Being a Photography enthusiast I use image editing programs fairly more. But I am now feeling my laptop is getting a bit overheated - processor and hard-disk. I tried lm-sensor and could not make out much of it. Installed Xsensors.7. It gives the same output as lm-sensors gave me. It gives temperature for 4 things Temp1, temp2, temp3, and temp4. For "acpitz". Please guide me in this. However I wanted to ask something more. Which one is better for working with images - photography I mean - openSUSE 12.1 or Ubuntu with unity 3D? Can I get the display quality with the openSUSE distribution? I heard for laptops openSUSE uses power more efficiently, is there any truth? Please suggest me whether I should try openSUSE or not. If so with which GUI? KDE or GNOME? Thanks in advance. Regards SoT

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  • How to connect to a SOCKS Proxy from an iPhone/iPod Touch?

    - by GeneQ
    I like to surf securely and privately via a SOCKS proxy which I created via SSH tunneling, on the Mac. I used the SSH client on my Mac to achieve this. Then I thought, since the iPhone OS is essentially Mac OS, the same trick might work also on the iPhone. I managed to create a SSh tunnel on my iPhone via the Terminal (iPhone's Terminal). (Yes, it's jail-broken) ssh -D [port] [email protected] At this stage my iPhone is SOCKS proxy. However, there doesn't seem to be a way in the iPhone networking preference panel to specify a SOCKS proxy. Someone suggest creating a Proxy Auto-Contig (PAC) file to workaround this, but that sounds complicated. Any ideas how to make iPhone use it's own SOCKS proxy?

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  • Unity 3d support for multiple X-screens

    - by stewbond
    I've installed Ubuntu 12.04 this weekend and have had problems getting Unity3d to work with my triple monitor set-up. I've installed the latest nVidia drivers for my 2 nVidia video cards and have used NVIDIA X Server Settings to configure everything. If I stick each monitor on a separate X screen, all but the primary X screen will appear white and the cursor will be a black X. I can start a terminal on this screen but cannot drag other windows to it. If I kill the "Nautilus" process, the white background disappears and I see my desktop background, but my cursor is still an X and I still cannot drag windows to it. If I enable TwinView, I can get one screen on two monitors to work properly, but the white screen remains on my third monitor. In addition, I don't like using TwinView because my full-screen applications get stretched. My current solution is to "Enable Xinerama", use all separate X screens and revert to Unity2d. I'd love a solution to this as Ubuntu 12.10 is not planned to support Unity-2d and prefer the aesthetics of 3d anyways. I can provide Xorg.conf for all configurations and any other suggested diagnostic information. Below is my closest-to-working xorg.conf: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@zirconium) Fri Mar 30 13:38:49 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" RightOf "Screen2" Screen 1 "Screen1" RightOf "Screen0" Screen 2 "Screen2" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Microvitec PLC MV191" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "CRT-1" HorizSync 28.0 - 55.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "Microvitec PLC MV191" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor3" VendorName "Unknown" ModelName "Microvitec PLC MV191" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 75.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTS 450" BusID "PCI:1:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce 9500 GT" BusID "PCI:2:0:0" EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTS 450" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "Device3" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTS 450" BusID "PCI:1:0:0" Screen 2 EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP-0: 1280x1024_75 +0+0; DFP-0: 1280x1024 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP-2: 1280x1024_75 +0+0; DFP-2: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen3" Device "Device3" Monitor "Monitor3" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP-2: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection Other people have had similar issues. I haven't been successful at any of the few suggestions submitted. Can not get Dual Monitors to work on Different GPUs http://askubuntu.com/questions/30412/3-monitors-with-2-video-cards-not-working?rq=1 How to get second display to work alongside primary display? http://askubuntu.com/questions/148007/multiple-monitors-only-work-with-unity-2d/201086#201086 xorg.conf and Unity3D?

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  • 256 Worker Role 3D Rendering Demo is now a Lab on my Azure Course

    - by Alan Smith
    Ever since I came up with the crazy idea of creating an Azure application that would spin up 256 worker roles (please vote if you like it ) to render a 3D animation created using the Kinect depth camera I have been trying to think of something useful to do with it. I have also been busy working on developing training materials for a Windows Azure course that I will be delivering through a training partner in Stockholm, and for customers wanting to learn Windows Azure. I hit on the idea of combining the render demo and a course lab and creating a lab where the students would create and deploy their own mini render farms, which would participate in a single render job, consisting of 2,000 frames. The architecture of the solution is shown below. As students would be creating and deploying their own applications, I thought it would be fun to introduce some competitiveness into the lab. In the 256 worker role demo I capture the rendering statistics for each role, so it was fairly simple to include the students name in these statistics. This allowed the process monitor application to capture the number of frames each student had rendered and display a high-score table. When I demoed the application I deployed one instance that started rendering a frame every few minutes, and the challenge for the students was to deploy and scale their applications, and then overtake my single role instance by the end of the lab time. I had the process monitor running on the projector during the lab so the class could see the progress of their deployments, and how they were performing against my implementation and their classmates. When I tested the lab for the first time in Oslo last week it was a great success, the students were keen to be the first to build and deploy their solution and then watch the frames appear. As the students mostly had MSDN suspicions they were able to scale to the full 20 worker role instances and before long we had over 100 worker roles working on the animation. There were, however, a few issues who the couple of issues caused by the competitive nature of the lab. The first student to scale the application to 20 instances would render the most frames and win; there was no way for others to catch up. Also, as they were competing against each other, there was no incentive to help others on the course get their application up and running. I have now re-written the lab to divide the student into teams that will compete to render the most frames. This means that if one developer on the team can deploy and scale quickly, the other team still has a chance to catch up. It also means that if a student finishes quickly and puts their team in the lead they will have an incentive to help the other developers on their team get up and running. As I was using “Sharks with Lasers” for a lot of my demos, and reserved the sharkswithfreakinlasers namespaces for some of the Azure services (well somebody had to do it), the students came up with some creative alternatives, like “Camels with Cannons” and “Honey Badgers with Homing Missiles”. That gave me the idea for the teams having to choose a creative name involving animals and weapons. The team rendering architecture diagram is shown below.   Render Challenge Rules In order to ensure fair play a number of rules are imposed on the lab. ·         The class will be divided into teams, each team choses a name. ·         The team name must consist of a ferocious animal combined with a hazardous weapon. ·         Teams can allocate as many worker roles as they can muster to the render job. ·         Frame processing statistics and rendered frames will be vigilantly monitored; any cheating, tampering, and other foul play will result in penalties. The screenshot below shows an example of the team render farm in action, Badgers with Bombs have taken a lead over Camels with Cannons, and both are  leaving the Sharks with Lasers standing. If you are interested in attending a scheduled delivery of my Windows Azure or Windows Azure Service bus courses, or would like on-site training, more details are here.

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • Best Java 'framework' for LOW-END 3D Graphics?

    - by CodeJustin.com
    I've made my share of 2D games on various platforms but I have never developed a 3D game. I want to make a small "mmorpg". I already made my server in python and it works just fine with my flash 2D game but I decided I want to step it up and try out 3D. I want to make a 3D game for the web browser and I think Java might be a good choice for this. So basically I'm just looking for a straight forward and well documents 'framework' to make LOW-END 3D games. Keep in mind that I will be targeting peoples with very low-end PC's (plus my 3d modeling skills aren't great so I wouldn't mind hiding it somewhat, haha)

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  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

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  • What cable would be used for a touch screen

    - by George Bailey
    I was told that any monitor could be turned into a touch screen if you have the right software. This has got to be old news, or even a myth. Please shed some light on this if you can. Am I wrong? My primary question is which cable would normally be used to hook up a touch screen. Would you need 2 cables for this (one for the monitor, one to receive touch events?), or is a single cable going to have data in both directions (perhaps an HDMI?)

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  • ViewSonic LCD Monitor Touch-input

    - by Synetech inc.
    I bought a used 15" ViewSonic LCD monitor (VP150m) and noticed that it has a 3.5mm connector on the back labeled “touch i/o”. I’m trying to figure out how to use the touch function but am having trouble finding anything useful. First, I cannot find any information on what kind of cable it uses (TS, TRS, TRRS, etc.), or how to connect it to the computer. Second, I cannot find touch drivers for it—though I can find a page that mentions how easy it is to install them. Does anyone have any information on using the touchscreen function of the VP150m? Thanks a lot.

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  • Is there a way to touch-enable scrolling in a WPF ScrollViewer?

    - by Brian Sullivan
    I'm trying to create a form in a WPF application that will allow the user to use iPhone-like gestures to scroll through the available fields. So, I've put all my form controls inside a StackPanel inside a ScrollViewer, and the scrollbar shows up as expected when there are too many elements to be shown on the screen. However, when I try to test this on my touch-enabled device, a panning gesture (placing a finger down on the surface and dragging it upward) does not move the viewable area down as I would expect. When I simply put a number of elements inside a ListView, the touch gestures work just fine. Is there any way to enable the same kind of behavior in a ScrollViewer? My window is structured like this: <Window x:Class="TestTouchScrolling.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" Loaded="Window_Loaded"> <Grid> <ScrollViewer Name="viewer" VerticalScrollBarVisibility="Auto"> <StackPanel Name="panel"> <StackPanel Orientation="Horizontal"> <Label>Label 1:</Label> <TextBox Name="TextBox1"></TextBox> </StackPanel> <StackPanel Orientation="Horizontal"> <Label>Label 2:</Label> <TextBox Name="TextBox2"></TextBox> </StackPanel> <StackPanel Orientation="Horizontal"> <Label>Label 3:</Label> <TextBox Name="TextBox3"></TextBox> </StackPanel> <!-- Lots more like these --> </StackPanel> </ScrollViewer> </Grid>

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  • Your Most Popular Sites Screen in IE 10 - Icons not appearing

    - by MJWadmin
    We use the following code to add icons for favicon, tablets, smartphones, windows 8 tiles and the like:- <link rel="apple-touch-icon" href="apple-touch-icon.png"> <link rel="shortcut icon" type="image/x-icon" href="/favicon.ico"/> <link rel="apple-touch-icon-precomposed" sizes="144x144" href="apple-touch-icon-144x144-precomposed.png"> <link rel="apple-touch-icon-precomposed" sizes="114x114" href="apple-touch-icon-114x114-precomposed.png"> <link rel="apple-touch-icon-precomposed" sizes="72x72" href="apple-touch-icon-72x72-precomposed.png"> <link rel="apple-touch-icon-precomposed" href="apple-touch-icon-precomposed.png"> <meta name="msapplication-TileImage" content="apple-touch-icon-144x144-precomposed.png"/> <meta name="msapplication-TileColor" content="#17151a"/> Unfortunately this doesn't seem to work for IE9 and IE10's 'your most popular sites screen', google searches have been un-enlightening. Stack uses <link rel="apple-touch-icon" href="apple-touch-icon.png"> which seems to work for it, but not for us. Any clues to a solution appreciated.

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  • Projet Tango : après les smartphones capables de capturer des images en 3D, Google plancherait cette fois-ci sur les tablettes

    Projet Tango : après les smartphones capables de capturer des images en 3D, Google plancherait cette fois-ci sur les tablettes Après avoir dévoilé son projet Tango, qui prévoit des smartphones disposant de capteurs 3D capables de récréer l'environnement dans lequel l'utilisateur se trouve en 3D sur l'écran, Google devrait produire un nombre restreint de tablettes dotées d'un écran de 7 pouces elles aussi capables de capturer des images en 3D. Les tablettes seraient équipées de deux caméras orientées...

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  • How to report a crash bug with nothing on screen

    - by winniemiel05
    I would like to report an installation bug, but I can't launch ubuntu-bug : On my tablet (LDLC Janus, an Intel based tablet without OS installed by default), I have a problem when I install Ubuntu 11.04 or 11.10. Once the installation is finished, when I reboot, there is ABSOLUTELY nothing on screen, but Ubuntu boot correctly anyway : I choosed auto-login mode and I can hear the login sound. Even if I Ctrl+Alt+F1 or F2... there is nothing. But the livecd works fine (even touch screen even if without multi touch). I tried to install 10.10 it works, but as soon as I upgrade the same problem occure. i installed Fedora 15 and then Fedora 16 (because of other problems) and no problems with them. I would like to report this bug on launchpad but I don't know how to do to give devs logs files and other useful files which could help debug. Thanks a lot for your answer, I would really prefer using my tablet with Ubuntu (I miss U1, USC, Unity)

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  • Free Universal Construction Kit Links Different Construction Toy Systems

    - by Jason Fitzpatrick
    If you or a young tinker in your household is disappointed that there is no way to link LEGO bricks and Lincoln Logs (or other construction toys on the market) this project is for you. Free Universal Construction Kit is project oriented around creating inter-operable linking bricks that allow the user to link previously non-compatible building system. Using the bricks you can, for example, attach LEGO bricks to a K’Nex construction. The adapter bricks are all available as free 3D printer models–download them, fire up your 3D printer, and start mish-mashing your construction sets. Free Universal Construction Kits [via Make] The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos

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  • FigurePrint Brings Your Minecraft Creations to Life

    - by Jason Fitzpatrick
    If you love Minecraft so much you wish your finest creations could sit on your desk, FigurePrint is happy to oblige with a little 3D printing magic. Using their helper app you can export a section of your Minecraft world, big or small, upload it to their servers, and receive a full-color 3D printed model of it in the mail. The pricing is based on the size and complexity of model. Hit up the link to read more about their Minecraft printing services (as well as their Xbox Live avatar printing and World of War Craft printing). FigurePrint: Minecraft [via Wired] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • Where can I find Cinema4D for game development tutorials ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result. I imagine I'm asking for old school techniques, but I plan to use these to make low poly models for web(canvas/webGL) and mobile.

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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