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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • Need help understanding XNA 4.0 BoundingBox vs BoundingSphere Intersection

    - by nerdherd
    I am new to both game programming and XNA, so I apologize if I'm missing a simple concept or something. I have created a simple 3D game with a player and a crate and I'm working on getting my collision detection working properly. Right now I am using a BoundingSphere for my player, and a BoundingBox for the crate. For some reason, XNA only detects a collision when my player's sphere touches the front face of the crate. I'm rendering all the BoundingSpheres and BoundingBoxes as wire frames so I can see what's going on, and everything visually appears to be correct, but I can't figure out this behavior. I have tried these checks: playerSphere.Intersects(crate.getBoundingBox()) playerSphere.Contains(crate.getBoundingBox(), ContainmentType.Intersects) playerSphere.Contains(crate.getBoundingBox()) != ContainmentType.Disjoint But they all seem to produce the same behavior (in other words, they are only true when I hit the front face of the crate). The interesting thing is that when I use a BoundingSphere for my crate the collision is detected as I would expect, but of course this makes the edges less accurate. Any thoughts or ideas? Have I missed something about how BoundingSpheres and BoundingBoxes compute their intersections? I'd be happy to post more code or screenshots to clarify if needed. Thanks!

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Resources for game networking in Java

    - by pudelhund
    I am currently working on a Java multiplayer game. The game itself (single player) already works perfectly fine and so does the chat. The only thing that is really missing is the multiplayer part. Sadly I am absolutely clueless on where to start with that. I roughly know that I will have to work with packages, and I also know many things about streaming etc (chat is already working). Oh and it should - according to this article - be a UDP server. My problem is that I can't find any resources on how to do this. A tutorial (book or website) would be perfect, alternatively a good example of an open source client/server (in Java of course) would be fine as well. If you feel like doing something helpful I'd also really appreciate someone "privately" teaching me via email or some chat program :) Thank you!

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  • Finding the contact point with SAT

    - by Kai
    The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector that separates the objects along the vector that the penetrating object is moving (i.e. the contact point). I drew a picture to help clarify. There is one box, moving from the before to the after position. In its after position, it intersects the grey polygon. SAT can easily return the MTV, which is the red vector. I am looking to calculate the blue vector. My current solution performs a binary search between the before and after positions until the length of the blue vector is known to a certain threshold. It works but it's a very expensive calculation since the collision between shapes needs to be recalculated every loop. Is there a simpler and/or more efficient way to find the contact point vector?

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  • Sphere-Sphere intersection and Circle-Sphere intersection

    - by cagirici
    I have code for circle-circle intersection. But I need to expand it to 3-D. How do I calculate: Radius and center of the intersection circle of two spheres Points of the intersection of a sphere and a circle? Given two spheres (sc0,sr0) and (sc1,sr1), I need to calculate a circle of intersection whose center is ci and whose radius is ri. Moreover, given a sphere (sc0,sr0) and a circle (cc0, cr0), I need to calulate the two intersection points (pi0, pi1) I have checked this link and this link, but I could not understand the logic behind them and how to code them. I tried ProGAL library for sphere-sphere-sphere intersection, but the resulting coordinates are rounded. I need precise results.

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  • Traffic estimation for a multiplayer flash game

    - by Steve Addington
    hey, i want to know if my rough traffic estimations are right, it would be for a pretty simple realtime flashgame in the style of haxball (but not as a soccer game) heres a video of it http://www.youtube.com/watch?v=z_xBdFg1RcI So here comes my estimation, i dont know if they are realistic! i hope someone can help me. consider the packet attached as a typical one sent every 200ms, its 148bytes + 64 bytes of header will make around a 200bytes packet. The server will receive 200bytes x 6 players x 5 times a sec=6000bytes/s=5.85Kbytes/s=46.9kbit/s plus he has to send all back to the players, so at this point are 94Kbit/s.The server received all the information, perform the definitive calculation and send the new position to all players, in a bigger packet of around 900bytes that have to be delivered to the others 6, which makes 900bytes x 6 players x 5 times a sec=27000bytes/s=26Kbytes/s=210kbit/s. overall that would be 26kbyte per second. thats like 130mb traffic per hour for a 6player room. but somehow i think the numbers are too high? that would be really much traffic for such a simple game. did i calculate something wrong?

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  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

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  • Facilitating XNA game deployments for non programmers

    - by Sal
    I'm currently working on an RPG, using the RPG starter kit from XNA as a base. (http://xbox.create.msdn.com/en-US/education/catalog/sample/roleplaying_game) I'm working with a small team (two designers and one music/sound artist), but I'm the only programmer. Currently, we're working with the following (unsustainable) system: the team creates new pics/sounds to add to the game, or they modify existing sounds/pics, then they commit their work to a repository, where we keep a current build of everything. (Code, images, sound, etc.) Every day or so, I create a new installer, reflecting the new images, code changes, and sound, and everyone installs it. My issue is this: I want to create a system where the rest of the team can replace the combat sounds, for instance, and they can immediately see the changes, without having to wait for me to build. The way XNA's setup, if I publish, it encodes all of the image and sound files, so the team can't "hot swap." I can set up Microsoft VS on everyone's machine and show them how to quickly publish, but I wanted to know if there was a simpler way of doing this. Has anyone come up against this when working with teams using XNA?

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  • Using Ogre particle point billboards with shaders

    - by Jay
    I'm learning about using Ogre particles and had some questions about how the point type particles work. Q. I believe point type particles are implemented as a single position. Is one single vertex is passed to the vertex shader? Q. If one vertex is passed to the vertex shader then what gets sent to the fragment shader? Q. Can I pass the particle size to the shader? Perhaps with a custom parameter?

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  • Programmer friendly non-voxel art styles?

    - by Overv
    Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models on 3D sites. That means I'll have to pick an art style that is "simple", programmer friendly. An extreme example of this is of course Minecraft, but I don't want to go that basic. I'm absolutely against creating a voxel game. What kind of art styles are out there that are relatively simple, i.e. things made out of basic shapes and textures, but are still good enough to form a believable and detailed world? An example of what I mean is wind waker. The objects are formed of relatively simples shapes, but still provide enough detail to create a nice, living world. The environment my game is set in is a city environment. What I'm really asking for here are good examples of "simple" art styles applied in practice, so I can choose one that fits my skills.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Can not remove cube in UDK

    - by user32228
    For some reason, I can't move or remove an 'invisible' cube which is on my map. I searched on Google to find a solution but somehow I still can't remove it. The cube looks like this: http://screencloud.net/v/uNyz In Brush Wireframe: http://screencloud.net/v/3C0c In Wireframe: screencloud.net/v/oGBj As you can see, I want to delete the brown cube. Selecting it and pressing the DEL button won't do anything. So, how do you delete the brown cube? EDIT: Seriously, I wrote this post a few minutes ago and I found the solution. However, I still don't know how to delete the brown cube.

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  • Alternative ways to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced this by itself will add enough of a fun factor. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. What are some alternatives to expensive eye candy that you or others have used to make a non-3D PvP game more fun and engaging? Did the alternative concepts survive the release?

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • Transform 3D vectors between coordinate systems

    - by Nir Cig
    I've got 6 points in 3D space: A,B,C,D,E,F, that represent 4 vectors. AB is perpendicular to AC and DE is perpendicular to DF. I need to find a transformation matrix M, that transforms AB to DE and AC to DF. In other words: M·AB=DE, M·AC=DF If no scaling was involved, this could be solved with a simple rotation matrix. But since the ratios |AB|/|DE|, |AC|/|DF| might be different, I'm not sure how to proceed.

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  • What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

    - by sebf
    I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read by the CPU, which I will copy the contents of the depth buffer into before reading it. I keep encountering errors however, because of, I believe, incompatibilities between the resource format and the view formats. Threads like these lead me to believe it is possible in DX11 to access the depth buffer as a resource, and that I can create a resource with a typeless format and have it interpreted in the view as another, but I cannot get it to work. What are the valid formats for the resource to be used as the depth buffer? Which of these are also valid for a CPU accessible staging resource?

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  • xna download website source code

    - by Emre Canbazoglu
    I have to download the html code of a web site during the game. I am taking the poster url of a movie from the imdb web site by scrapping the html ( also other informations ). I have to do the download process many times during the game for different movies. I can download and scrap the html but downloading the html takes too much time and it causes the game to slow down(freeze while downloading). How can I solve this problem? My one approach is to download and scrap all the information and store them in a database before the game and during the game access this information from the database. I think this will work properly but that is not what I exactly want. It would be better if it is dynamic. I also thought of using multi-threading but I am a bit confused about how to implement threading in xna. I read some articles about it but it is not so clear. I mean when should I start the thread and what about the update function etc. I need your help guys

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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