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  • Convert vector interpolation to quaternion interpolation? (Catmull-Rom)

    - by edA-qa mort-ora-y
    I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to convert the vector based interpolation to a quaternion one? The approach I'm using now is to exact the axis and angle from the quanternion. I then interpolate each of those independently and convert back to a quaternion. Is there a more direct method?

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  • FloodFill Algorithm for Game of Go

    - by Jackson Borghi
    I'm having a hell of a time trying to figure out how to make captured stones disappear. I've read everywhere that I should use the FloodFill algorithm, but I havent had any luck with that so far. Any help would be amazing! Here is my code: package Go; import static java.lang.Math.; import static stdlib.StdDraw.; import java.awt.Color; public class Go2 { public static Color opposite(Color player) { if (player == WHITE) { return BLACK; } return WHITE; } public static void drawGame(Color[][] board) { Color[][][] unit = new Color[400][19][19]; for (int h = 0; h < 400; h++) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { unit[h][x][y] = YELLOW; } } } setXscale(0, 19); setYscale(0, 19); clear(YELLOW); setPenColor(BLACK); line(0, 0, 0, 19); line(19, 19, 19, 0); line(0, 19, 19, 19); line(0, 0, 19, 0); for (double i = 0; i < 19; i++) { line(0.0, i, 19, i); line(i, 0.0, i, 19); } for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (board[x][y] != YELLOW) { setPenColor(board[x][y]); filledCircle(x, y, 0.47); setPenColor(GRAY); circle(x, y, 0.47); } } } int h = 0; } public static void main(String[] args) { int px; int py; Color[][] temp = new Color[19][19]; Color[][] board = new Color[19][19]; Color player = WHITE; for (int i = 0; i < 19; i++) { for (int h = 0; h < 19; h++) { board[i][h] = YELLOW; temp[i][h] = YELLOW; } } while (true) { drawGame(board); while (!mousePressed()) { } px = (int) round(mouseX()); py = (int) round(mouseY()); board[px][py] = player; while (mousePressed()) { } floodFill(px, py, player, board, temp); System.out.print("XXXXX = "+ temp[px][py]); if (checkTemp(temp, board, px, py)) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (temp[x][y] == GRAY) { board[x][y] = YELLOW; } } } } player = opposite(player); } } private static boolean checkTemp(Color[][] temp, Color[][] board, int x, int y) { if (x < 19 && x > -1 && y < 19 && y > -1) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 18) { if (temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (y == 18) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW) { return false; } } if (y == 0) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 0) { if (temp[x + 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } else { if (x < 19) { if (temp[x + 1][y] == GRAY) { checkTemp(temp, board, x + 1, y); } } if (x >= 0) { if (temp[x - 1][y] == GRAY) { checkTemp(temp, board, x - 1, y); } } if (y < 19) { if (temp[x][y + 1] == GRAY) { checkTemp(temp, board, x, y + 1); } } if (y >= 0) { if (temp[x][y - 1] == GRAY) { checkTemp(temp, board, x, y - 1); } } } return true; } private static void floodFill(int x, int y, Color player, Color[][] board, Color[][] temp) { if (board[x][y] != player) { return; } else { temp[x][y] = GRAY; System.out.println("x = " + x + " y = " + y); if (x < 19) { floodFill(x + 1, y, player, board, temp); } if (x >= 0) { floodFill(x - 1, y, player, board, temp); } if (y < 19) { floodFill(x, y + 1, player, board, temp); } if (y >= 0) { floodFill(x, y - 1, player, board, temp); } } } }

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • SDL & Windows 8 Metro WinRT

    - by Adrian
    I am just beginning to dip my tow into game programming and have been reading up on SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there) As much as I like SFMLs syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7 After that pre-amble here is my question. I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html ) Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc) My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace? This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too. Thanks for your time in responding to this question and I look forward to hearing your response. EDIT: Based on DeadMG's answer I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file-New to check project types. The project types: "Blank Application", "Direct2D Application" and "Direct3D Application" look of interest. I have selected "Direct2D App" but SDL generates its own window when you call: SDL_INIT Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project?

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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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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Why do my LWJGL fonts have dots and lines around them?

    - by Jordan
    When we render fonts there are weird dots and lines around the text. I have no idea why this would happen. Here is an image of what it looks like: Our font class looks like this: package me.NJ.ComputerTycoon.Font; import me.NJ.ComputerTycoon.BaseObjects.UDim2; import org.lwjgl.opengl.Display; import org.newdawn.slick.Color; import org.newdawn.slick.TrueTypeFont; public class Font { public TrueTypeFont font; private int fontSize = 18; private String fontName = "Calibri"; private int fontStyle = java.awt.Font.BOLD; public Font(String fontName, int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); //font. } public Font(int fontStyle, int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font(int fontSize) { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public Font() { font = new TrueTypeFont(new java.awt.Font(fontName, fontStyle, fontSize), true); } public void drawString(int x, int y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(int x, int y, String s){ this.font.drawString(x, y, s); } public void drawString(float x, float y, String s, Color color){ this.font.drawString(x, y, s, color); } public void drawString(float x, float y, String s){ this.font.drawString(x, y, s); } public void drawString(UDim2 udim, String s){ this.font.drawString((Display.getWidth() * udim.getX().getScale()) + udim.getX().getOffset(), (Display.getHeight() * udim.getY().getScale()) + udim.getY().getOffset(), s); } public String getFontName(){ return this.fontName; } public int getFontSize(){ return this.fontSize; } public TrueTypeFont getFont(){ return this.font; } } What could be causing this?

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • "Marching cubes" voxel terrain - triplanar texturing with depth?

    - by Dan the Man
    I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass texture set to the Y axis and a dirt texture for both the X and Z axes. Now, when my player digs downwards, it still appears as grass. How would I make it to appear as dirt? I have been thinking about this for a while, and the only thing I can think of to make this effect, would be to mark vertices that have been dug with a certain vertex color. When it has that vertex color, the shader would apply that dirt texture to the vertices marked. Is there a better method?

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  • Xcode workspace with Unity3D as a sub-project?

    - by Di Wu
    Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D. Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

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  • Text contains characters that cannot be resolved by this SpriteFont

    - by Appeltaart
    I'm trying to draw currency symbols in an Arial Spritefont. According to thissite, the font contains these symbols. I've included the Unicode character region for these symbols in the Content Processor SpriteFont file, like so: <CharacterRegions> <CharacterRegion> <Start>&#32;</Start> <End>&#126;</End> </CharacterRegion> <CharacterRegion> <!-- Currency symbols --> <Start>&#8352;</Start> <End>&#8378;</End> </CharacterRegion> </CharacterRegions> However, whenever I try to draw a € (Euro) symbol, I get this exception: Text contains characters that cannot be resolved by this SpriteFont Inspecting the SpriteFont in the IDE at that breakpoint shows the € symbol is in there. I'm at a loss at what could be wrong. Why is this exception thrown?

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  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

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  • AndEngine; Box2D - high speed body overlapping, prismatic joints

    - by Visher
    I'm trying to make good suspension for my car game, but I'm getting nervous of some problems with it. At the beginning, I've tried to make it out of one prismatic joint/revolute joint per one wheel only, but surprisingly prismatic joint that should only move in Y asix moves also in X axis, if car travels very fast, or even on low speeds if there's setContinuousPhysics = true. This causes wheels to "shift back", moving them away from axle. Now I've tried to add some bodies that will keep it in place: Suspension helper collides with spring only, wheel doesn't collide with spring&helper&vehicle body This is how I create those elements: rect = new Rectangle(1100, 1350, 200, 50, getVertexBufferObjectManager()); rect.setColor(Color.RED); scene.attachChild(rect); //rect.setRotation(90); Rectangle miniRect1 = new Rectangle(1102, 1355, 30, 50, getVertexBufferObjectManager()); miniRect1.setColor(0, 0, 1, 0.5f); miniRect1.setVisible(true); scene.attachChild(miniRect1); Rectangle miniRect2 = new Rectangle(1268, 1355, 30, 50, getVertexBufferObjectManager()); miniRect2.setColor(0, 0, 1, 0.5f); miniRect1.setVisible(true); scene.attachChild(miniRect2); rectBody = PhysicsFactory.createBoxBody( physicsWorld, rect, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); rectBody.setUserData("car"); Body miniRect1Body = PhysicsFactory.createBoxBody( physicsWorld, miniRect1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); miniRect1Body.setUserData("suspension"); Body miniRect2Body = PhysicsFactory.createBoxBody( physicsWorld, miniRect2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 10.0f)); miniRect2Body.setUserData("suspension"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(rect, rectBody, true, true)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(miniRect1, miniRect1Body, true, true)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(miniRect2, miniRect2Body, true, true)); PrismaticJointDef miniRect1JointDef = new PrismaticJointDef(); miniRect1JointDef.initialize(rectBody, miniRect1Body, miniRect1Body.getWorldCenter(), new Vector2(0.0f, 0.3f)); miniRect1JointDef.collideConnected = false; miniRect1JointDef.enableMotor= true; miniRect1JointDef.maxMotorForce = 15; miniRect1JointDef.motorSpeed = 5; miniRect1JointDef.enableLimit = true; physicsWorld.createJoint(miniRect1JointDef); PrismaticJointDef miniRect2JointDef = new PrismaticJointDef(); miniRect2JointDef.initialize(rectBody, miniRect2Body, miniRect2Body.getWorldCenter(), new Vector2(0.0f, 0.3f)); miniRect2JointDef.collideConnected = false; miniRect2JointDef.enableMotor= true; miniRect2JointDef.maxMotorForce = 15; miniRect2JointDef.motorSpeed = 5; miniRect2JointDef.enableLimit = true; physicsWorld.createJoint(miniRect2JointDef); scene.attachChild(karoseriaSprite); Rectangle r1 = new Rectangle(1050, 1300, 52, 150, getVertexBufferObjectManager()); r1.setColor(0, 1, 0, 0.5f); r1.setVisible(true); scene.attachChild(r1); Body r1body = PhysicsFactory.createBoxBody(physicsWorld, r1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.001f, 0.01f)); r1body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r1, r1body, true, true)); WeldJointDef r1jointDef = new WeldJointDef(); r1jointDef.initialize(r1body, rectBody, r1body.getWorldCenter()); physicsWorld.createJoint(r1jointDef); Rectangle r2 = new Rectangle(1132, 1300, 136, 150, getVertexBufferObjectManager()); r2.setColor(0, 1, 0, 0.5f); r2.setVisible(true); scene.attachChild(r2); Body r2body = PhysicsFactory.createBoxBody(physicsWorld, r2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.001f, 0.01f)); r2body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r2, r2body, true, true)); WeldJointDef r2jointDef = new WeldJointDef(); r2jointDef.initialize(r2body, rectBody, r2body.getWorldCenter()); physicsWorld.createJoint(r2jointDef); Rectangle r3 = new Rectangle(1298, 1300, 50, 150, getVertexBufferObjectManager()); r3.setColor(0, 1, 0, 0.5f); r3.setVisible(true); scene.attachChild(r3); Body r3body = PhysicsFactory.createBoxBody(physicsWorld, r3, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(1f, 0.01f, 0.01f)); r3body.setUserData("suspensionHelper"); physicsWorld.registerPhysicsConnector(new PhysicsConnector(r3, r3body, true, true)); WeldJointDef r3jointDef = new WeldJointDef(); r3jointDef.initialize(r3body, rectBody, r3body.getWorldCenter()); physicsWorld.createJoint(r3jointDef); MouseJointDef md = new MouseJointDef(); Sprite wheel1 = new Sprite( miniRect1.getX()+miniRect1.getWidth()/2-wheelTexture.getWidth()/2, miniRect1.getY()+miniRect1.getHeight()-wheelTexture.getHeight()/2, wheelTexture, engine.getVertexBufferObjectManager()); scene.attachChild(wheel1); Body wheel1body = PhysicsFactory.createCircleBody( physicsWorld, wheel1, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 5.0f)); wheel1body.setUserData("wheel"); Shape wheel1shape = wheel1body.getFixtureList().get(0).getShape(); wheel1shape.setRadius(wheel1shape.getRadius()*(3.0f/4.0f)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(wheel1, wheel1body, true, true)); Sprite wheel2 = new Sprite( miniRect2.getX()+miniRect2.getWidth()/2-wheelTexture.getWidth()/2, miniRect2.getY()+miniRect2.getHeight()-wheelTexture.getHeight()/2, wheelTexture, engine.getVertexBufferObjectManager()); scene.attachChild(wheel2); Body wheel2body = PhysicsFactory.createCircleBody( physicsWorld, wheel2, BodyDef.BodyType.DynamicBody, PhysicsFactory.createFixtureDef(10.0f, 0.01f, 5.0f)); wheel2body.setUserData("wheel"); Shape wheel2shape = wheel2body.getFixtureList().get(0).getShape(); wheel2shape.setRadius(wheel2shape.getRadius()*(3.0f/4.0f)); physicsWorld.registerPhysicsConnector(new PhysicsConnector(wheel2, wheel2body, true, true)); RevoluteJointDef frontWheelRevoluteJointDef = new RevoluteJointDef(); frontWheelRevoluteJointDef.initialize(wheel1body, miniRect1Body, wheel1body.getWorldCenter()); frontWheelRevoluteJointDef.collideConnected = false; RevoluteJointDef rearWheelRevoluteJointDef = new RevoluteJointDef(); rearWheelRevoluteJointDef.initialize(wheel2body, miniRect2Body, wheel2body.getWorldCenter()); rearWheelRevoluteJointDef.collideConnected = false; rearWheelRevoluteJointDef.motorSpeed = 2050; rearWheelRevoluteJointDef.maxMotorTorque= 3580; physicsWorld.createJoint(frontWheelRevoluteJointDef); Joint j = physicsWorld.createJoint(rearWheelRevoluteJointDef); rearWheelRevoluteJoint = (RevoluteJoint)j; r1body.setBullet(true); r2body.setBullet(true); r3body.setBullet(true); miniRect1Body.setBullet(true); miniRect2Body.setBullet(true); rectBody.setBullet(true); at low speeds, it's OK, but on high speed vehicle can even flip around on flat ground.. Is there a way to make this work better?

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  • How to Draw texture between 2 Vector3

    - by Sparky41
    My scenario: RTS combat style, 1 unit fires beam on another unit My problem is i want to draw a flat texture between 2 Vector3 points. I have looked at various Billboarding styles but that doesn't give me a proper solution. I looked at this: http://msdn.microsoft.com/en-us/library/bb464051.aspx is BasicEffect and DrawPrimitives the correct solution just stretch the texture to the distance between point of origin to target? I used the quad class they used but i found this it seemed to inflexible So my question to you is how would i go about this sort of problem? Regards

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  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • Rendering of 2d water

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? Consider the fact that the game is a 2D game. The perspective is like this (the first image i have found): an example of 2d water. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The most simple way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water. Thank you.

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