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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

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  • Obtaining a HBITMAP/HICON from D2D Bitmap

    - by Tom
    Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: http://msdn.microsoft.com/en-us/library/windows/desktop/dd756686%28v=vs.85%29.aspx The reason I ask is because I am creating my level editor tool and would like to draw a PNG image on a standard button control. I know that you can do this using GDI+: HBITMAP hBitmap; Gdiplus::Bitmap b(L"a.png"); b.GetHBITMAP(NULL, &hBitmap); SendMessage(GetDlgItem(hDlg, IDC_BUTTON1), BM_SETIMAGE, IMAGE_BITMAP, (LPARAM)hBitmap); Is there any equivalent, simple solution using Direct2D? If possible, I would like to render multiple PNG files (some with transparency) on a single button.

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Is there an easy and automatic way of converting a Windows XNA project into a Monotouch Monogame project?

    - by Krumelur
    I have just started with XNA development on Windows. But as I'm a fan of iOS I had to try porting my test code over to Monotouch on the Mac. I used these instructions: http://www.facepuncher.com/blogs/10parameters/?p=42 But this is so much (manual) work! And it really doesn't answer open topics like: why would I copy all the XNB files and in addition all the resources, like PNGs? Is there maybe a tool that automatically converts a Windows XNA project into a Monotouch iOS project or at least creates the correct folder structure?

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • Rotate model using quaternion

    - by ChocoMan
    Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // float value What I'm trying to do is rotate the model using quaternion and not by a matrix. I've searched for tutorials, but have found none that explains thoroughly on how to achieve this. Does anyone know how to I can use quaternions to rotate my model or a complete tutorial?

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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • Box2D networking

    - by spacevillain
    I am trying to make a simple sync between two box2d rooms, where you can drag boxes using the mouse. So every time player clicks (and holds the mousedown) a box, I try send joint parameters to server, and server sends them to other clients. When mouseup occurs, I send command to delete joint. The problem is that sync breaks too often. Is my way radically wrong, or it just needs some tweaks? http://www.youtube.com/watch?v=eTN2Gwj6_Lc Source code https://github.com/agentcooper/Box2d-networking

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Unity3d vector and matrix operations

    - by brandon
    I have the following three vectors: posA: (1,2,3) normal: (0,1,0) offset: (2,3,1) I want to get the vector representing the position which is offset in the direction of the normal from posA. I know how to do this by cheating (not using matrix operations): Vector3 result = new Vector3(posA.x + normal.x*offset.x posA.y + normal.y*offset.y, posA.z + normal.z*offset.z); I know how to do this mathematically Note: [] indicates a column vector, {} indicates a row vector result = [1,2,3] + {2,3,1}*{[0,0,0],[0,1,0],[0,0,0]} What I don't know is which is better to use and if it's the latter how do I do this in unity? I only know of 4x4 matrices in unity. I don't like the first option because you are instantiating a new vector instead of just modifying the original. Suggestions? Note: by asking which is better, I am asking for a quantifiable reason, not just a preference.

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • How can I test if an oriented rectangle contains another oriented rectangle?

    - by gronzzz
    I have the following situation: To detect whether is the red rectangle is inside orange area I use this function: - (BOOL)isTile:(CGPoint)tile insideCustomAreaMin:(CGPoint)min max:(CGPoint)max { if ((tile.x < min.x) || (tile.x > max.x) || (tile.y < min.y) || (tile.y > max.y)) { NSLog(@" Object is out of custom area! "); return NO; } return YES; } But what if I need to detect whether the red tile is inside of the blue rectangle? I wrote this function which uses the world position: - (BOOL)isTileInsidePlayableArea:(CGPoint)tile { // get world positions from tiles CGPoint rt = [[CoordinateFunctions shared] worldFromTile:ccp(24, 0)]; CGPoint lb = [[CoordinateFunctions shared] worldFromTile:ccp(24, 48)]; CGPoint worldTile = [[CoordinateFunctions shared] worldFromTile:tile]; return [self isTile:worldTile insideCustomAreaMin:ccp(lb.x, lb.y) max:ccp(rt.x, rt.y)]; } How could I do this without converting to the global position of the tiles?

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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