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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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  • 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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  • 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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  • Voxel terrain rendering with marching cubes

    - by JavaJosh94
    I was working on making procedurally generated terrain using normal cubish voxels (like minecraft) But then I read about marching cubes and decided to convert to using those. I managed to create a working marching cubes class and cycle through the densities and everything in it seemed to be working so I went on to work on actual terrain generation. I'm using XNA (C#) and a ported libnoise library to generate noise for the terrain generator. But instead of rendering smooth terrain I get a 64x64 chunk (I specified 64 but can change it) of seemingly random marching cubes using different triangles. This is the code I'm using to generate a "chunk": public MarchingCube[, ,] getTerrainChunk(int size, float dMultiplyer, int stepsize) { MarchingCube[, ,] temp = new MarchingCube[size / stepsize, size / stepsize, size / stepsize]; for (int x = 0; x < size; x += stepsize) { for (int y = 0; y <size; y += stepsize) { for (int z = 0; z < size; z += stepsize) { float[] densities = {(float)terrain.GetValue(x, y, z)*dMultiplyer, (float)terrain.GetValue(x, y+stepsize, z)*dMultiplyer, (float)terrain.GetValue(x+stepsize, y+stepsize, z)*dMultiplyer, (float)terrain.GetValue(x+stepsize, y, z)*dMultiplyer, (float)terrain.GetValue(x,y,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x,y+stepsize,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x+stepsize,y+stepsize,z+stepsize)*dMultiplyer,(float)terrain.GetValue(x+stepsize,y,z+stepsize)*dMultiplyer }; Vector3[] corners = { new Vector3(x,y,z), new Vector3(x,y+stepsize,z),new Vector3(x+stepsize,y+stepsize,z),new Vector3(x+stepsize,y,z), new Vector3(x,y,z+stepsize), new Vector3(x,y+stepsize,z+stepsize), new Vector3(x+stepsize,y+stepsize,z+stepsize), new Vector3(x+stepsize,y,z+stepsize)}; if (x == 0 && y == 0 && z == 0) { temp[x / stepsize, y / stepsize, z / stepsize] = new MarchingCube(densities, corners, device); } temp[x / stepsize, y / stepsize, z / stepsize] = new MarchingCube(densities, corners); } } } (terrain is a Perlin Noise generated using libnoise) I'm sure there's probably an easy solution to this but I've been drawing a blank for the past hour. I'm just wondering if the problem is how I'm reading in the data from the noise or if I may be generating the noise wrong? Or maybe the noise is just not good for this kind of generation? If I'm reading it wrong does anyone know the right way? the answers on google were somewhat ambiguous but I'm going to keep searching. Thanks in advance!

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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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  • 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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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

    - by Growler
    I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard to do with buildings or large objects that span multiple tiles. I've tried doing three buildings at a time, and mixing and matching the base layer and colors, like this: This creates a weird overlapping effect, and also doesn't seem that efficient from a production standpoint. But it was the best way to have shadows appear correctly on the neighboring buildings. I'm wondering if modular buildings would be the way to go? That way I can mix and match any set of buildings together as tiles: I guess I would have to risk some perspective and shadowing to get the buildings to align correctly. What sort of authoring process could I use to allow me to create a variety of buildings (or other objects) that maintain this perspective while spanning multiple tiles worth of screen space? Would you recommend creating blank buildings, and then affixing art overlays as necessary to make the buildings unique? Or should they be directly part of the building tile (for example, create a separate tileset of buildings signs and colorings)?

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  • Adding new events to be handled by script part without recompilation of c++ source code

    - by paul424
    As in title I want to write an Event system with handling methods written in external script language, that is Angelscript. The AS methods would have acess to game's world modifing API ( which has to be regsitered for Angelscript Machine as the game starts) . I have come to this problem : if we use the Angelsript for rapid prototyping of the game's world behavior , we would like to be able to define new Event Types, without recompiling the main binary. Is that ever possible , don't stick to Angelscript, I think about any possible scripting language. The main thought is this : If there's some really new Event possible to be constructed , we must monitor some information coming from the binary, for example some variable value changing and the Events are just triggered on some conditions on those changes , wer might be monitoring the Creatures HP, by having a function call on each change, there we could define new Events such as Creature hurt, creature killed, creature healed , creature killed and tormented to pieces ( like geting HP very much below 0 ) . Are there any other ideas of constructing new Events at the scripting side ?

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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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  • 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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  • 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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  • 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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  • 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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  • Cost to licence characters or ships for a game

    - by Michael Jasper
    I am producing a game pitch document for a university game design class, and I am looking for examples of licencing cost for using characters or ships from other IP holders in a game. For example: cost of using an X-Wing in a game, licencing from Lucas cost of using the Enterprise in a game, licencing from Paramount cost of using the Space Shuttle (if any), licencing from Nasa EDIT The closest information I can find is from an article about Nights of the Old Republic, but isn't nearly specific enough for my needs: What Kotick means by Lucas being the principal beneficiary of the success of The Old Republic is that there are most likely clauses in the license agreement that give percentages, points, or another denomination of revenue out to Lucas and his people just for the Star Wars name, and that amount is presumed to be a great deal of money. Kotick is saying that because the cost of the license is so prohibitive, as he has personally had experience with in his position as CEO of Activision Blizzard, that EA will not be able to be profitable because of the hemorrhaging of money to the licensor. EDIT 2 Another vague source stating that FOX uses a "five-figure rule" (assuming between $10,000 - $99,000) It seems FOX, like most studios, will not license individuals to create new works based upon their products. They will only commission individuals of their choosing if they elect to branch out into expanded product lines related to those licenses. Alternately, they are open to making the licencing available to large corporations with access to global markets, but only if those corporations agree to what Ms Friedman called a "five-figure guarantee". Presumably this means that the corporation seeking the licensing must agree to pay a 5-figure sum for that license, and be confident that their product will sell enough volume to recoup that fee, and to produce sufficient profits to make the acquisition worth their while. Thank you!

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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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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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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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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  • copyright of some arcade classics [closed]

    - by kamziro
    Possible Duplicate: How closely can a game resemble another game without legal problems So suppose I'm currently developing a variant of a snakes game for the iPhone, and you decided to call it "snakes". First, in general, how would you find out if a name's been copyrighted or not? It's probably safe with "snakes" because it's such a common word, and that there's been so many games around (please correct me if I'm wrong), but with some people copyrighting the name "edge", it would be best to be a bit careful. Second, suppose I decided to go with some name that is guaranteed to be different (e.g EL SERPENTES DE LOS REYES), would gameplay be a point of contention on copyright issues? For example, the tetris game is sort of "copyrighted" at the apple app store, and there was a crackdown on anyone using the word "tris" or anything related to it. However, if there was a game with the gameplay of tetris (or loosely very similar), with the name "BLOXODEREX", can it be liable to copyright/DMCA issues?

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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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  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

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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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  • 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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