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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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  • Oscillating Sprite Movement in XNA

    - by Nick Van Hoogenstyn
    I'm working on a 2d game and am looking to make a sprite move horizontally across the screen in XNA while oscillating vertically (basically I want the movement to look like a sin wave). Currently for movement I'm using two vectors, one for speed and one for direction. My update function for sprites just contains this: Position += direction * speed * (float)t.ElapsedGameTime.TotalSeconds; How could I utilize this setup to create the desired movement? I'm assuming I'd call Math.Sin or Math.Cos, but I'm unsure of where to start to make this sort of thing happened. My attempt looked like this: public override void Update(GameTime t) { double msElapsed = t.TotalGameTime.Milliseconds; mDirection.Y = (float)Math.Sin(msElapsed); if (mDirection.Y >= 0) mSpeed.Y = moveSpeed; else mSpeed.Y = -moveSpeed; base.Update(t, mSpeed, mDirection); } moveSpeed is just some constant positive integer. With this, the sprite simply just continuously moves downward until it's off screen. Can anyone give me some info on what I'm doing wrong here? I've never tried something like this so if I'm doing things completely wrong, let me know!

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • How to raycast select a scaled OBB?

    - by user3254944
    I have the OBB picking code to select an OBB with code inspired from Real time Rendering 3 and opengl-tutorial.org. I can successfully select objects that have been moved or rotated. However, I cant correctly select an object that has been scaled. The bounding box scales right, but the I can only select the object in a thin strip on its center. How do I fix the checkForHits() function to allow it to read the scaling that I passed to it in the raycast matrix? void GLWidget::selectObjRaycast() { glm::vec2 mouse = (glm::vec2(mousePos.x(), mousePos.y()) / glm::vec2(this->width(), this->height())) * 2.0f - 1.0f; mouse.y *= -1; glm::mat4 toWorld = glm::inverse(ProjectionM * ViewM); glm::vec4 from = toWorld * glm::vec4(mouse, -1.0f, 1.0f); glm::vec4 to = toWorld * glm::vec4(mouse, 1.0f, 1.0f); from /= from.w; to /= to.w; fromAABB = glm::vec3(from); toAABB = glm::normalize(glm::vec3(to - from)); checkForHits(); } void GLWidget::checkForHits() { for (int i = 0; i < myWin.myEtc->allObj.size(); ++i) //check for hits on each obj's bb { bool miss = 0; float tMin = 0.0f; float tMax = 100000.0f; glm::vec3 bbPos(myWin.myEtc->allObj[i]->raycastM[3].x, myWin.myEtc->allObj[i]->raycastM[3].y, myWin.myEtc->allObj[i]->raycastM[3].z); glm::vec3 delta = bbPos - fromAABB; for (int j = 0; j < 3; ++j) { glm::vec3 axis(myWin.myEtc->allObj[i]->raycastM[j].x, myWin.myEtc->allObj[i]->raycastM[j].y, myWin.myEtc->allObj[i]->raycastM[j].z); float e = glm::dot(axis, delta); float f = glm::dot(toAABB, axis); if (fabs(f) > 0.001f) { float t1 = (e + myWin.myEtc->allObj[i]->bbMin[j]) / f; float t2 = (e + myWin.myEtc->allObj[i]->bbMax[j]) / f; if (t1 > t2) { float w = t1; t1 = t2; t2 = w; } if (t2 < tMax) tMax = t2; if (t1 > tMin) tMin = t1; if (tMax < tMin) miss = 1; } else { if (-e + myWin.myEtc->allObj[i]->bbMin[j] > 0.0f || -e + myWin.myEtc->allObj[i]->bbMax[j] < 0.0f) miss = 1; } } if (miss == 0) { intersection_distance = tMin; myWin.myEtc->sel.push_back(myWin.myEtc->allObj[i]); myWin.myEtc->allObj[i]->highlight = myWin.myGLHelp->highlight; break; } } } void Object::render(glm::mat4 PV) { scaleM = glm::scale(glm::mat4(), s->val_3); r_quat = glm::quat(glm::radians(r->val_3)); rotationM = glm::toMat4(r_quat); translationM = glm::translate(glm::mat4(), t->val_3); transLocal1M = glm::translate(glm::mat4(), -rsPivot->val_3); transLocal2M = glm::translate(glm::mat4(), rsPivot->val_3); raycastM = translationM * transLocal2M * rotationM * scaleM * transLocal1M; // MVP = PV * translationM * transLocal2M * rotationM * scaleM * transLocal1M; }

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • extrapolating object state based on updates

    - by user494461
    I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains x,y,z coordinates of object center and his rotation matrix(CHAI3d api used a 3x3 matrix) with 30Hz frequency. I want to reduce this update rate and want to send with a reduced update rate. I want a predictor on both peers. When the predicted value is outside, say a error value of 10% in comparison to master peers objects original state the master peer triggers a state update. Now for position I used velocity,position updates so that the guest peer can extrapolate position. Like velocity for position what parameter should I use for rotation extrapolition?

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  • Converting 3 axis vectors to a rotation matrix

    - by user38858
    I am trying to get a rotation matrix (in 3dsmax) from 3 vectors that form an axis (all 3 vectors are aligned by 90 degrees each other) Somewhere I read that I could build a rotation matrix just by inserting in every row one vector at a time (source: http://renderdan.blogspot.cz/2006/05/rotation-matrix-from-axis-vectors.html) So, I built a matrix with these example vectors x-axis : [-0.194624,-0.23715,-0.951778] y-axis : [-0.773012,0.634392,0] z-axis : [-0.6038,-0.735735,0.306788] But for some reason, if I try to convert this matrix to eulerangles, I receive this rotation: (eulerAngles 47.7284 6.12831 36.8263) ... which is totally wrong, and doesn't align to my 3 vectors at all. I know that rotation is quite difficult to understand, may someone shed some light? :)

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Multiple Key Presses in XNA?

    - by Bryan Harrington
    I'm actually trying to do something fairly simple. I cannot get multiple key presses to work in XNA. I've tried the following pieces of code. else if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyDown(Keys.Left))) { //Move Character South-West } and I tried. else if (keyboardState.IsKeyDown(Keys.Down)) { if (keyboardState.IsKeyDown(Keys.Left)) { //Move Character South-West } } Neither worked for me. Single presses work just fine. Any thoughts?

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  • C# XNA - Sky Sphere Question

    - by Wade
    I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little more dynamic that can support a day/night cycle. My issue is that, while i know a good amount of C# and XNA, i know next to nothing about HLSL. (I could make an ambient light shader if my life depended on it...) I also have not been able to find a tutorial on how to build a sky sphere like this. Of course i don't expect to be able to make an amazing one right off the bat, i would like to start small, with a dynamic coloring sky i'll work out the clouds and sun later. My first question: Does anyone know of any good tutorial sites that could help me get a decent grasp around HLSL? Second: Does anyone have a good example of or know where to find one of a gradient sky using XNA and C#?

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • Blending textures together, texture fade over / fade in

    - by Deukalion
    What is the best way to render a texture overlapping effect? Like in this example: I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make them blend over. So the grass has a bit of snow or the snow has a bit of grass How is this possible during runtime? If that's possible. I don't render this by using the SpriteBatch, since the ground isn't rectangles (they can be moved). This is the way I render each shape (each one of those squares): // LoadTexture // Apply EffectPass device.DrawUserIndexedPrimitives<VertexPositionNormalTexture> ( PrimitiveType.TriangleList, render.Item.Points, // Array of VertexPositionNormalTexture 0, render.Item.Points.Length, render.Item.Indexes, // Array of int indexes (triangulation) 0, render.Item.Indexes.Length / 3, VertexPositionNormalTexture.VertexDeclaration );

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  • How to prevent a hacked-server from spoofing a master server?

    - by Cody Smith
    I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's items, rank, cash, exp, etc. In such a model, how can I prevent someone that is hosting a game (with a modified server) from spoofing the master server with invalid match results, thus gaining exp, money or rankings. Thanks. -Cody

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  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

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  • Wait till all CCActions have completed

    - by tGilani
    I am developing a simple cocos2d game in which I want to animate two CCSprites simultaneously, and for this purpose I simply set CCActions on respective `CCSprite's as follows. [first runAction:[CCMoveTo actionWithDuration:1 position:secondPosition]]; [second runAction:[CCMoveTo actionWithDuration:1 position:firstPosition]]; Now I want to wait till the animations are complete, so I can perform the next step. How should I wait for these animations to finish? There are actually two method calls, the first one animates the objects via the code above and second call does the other animation. I need to delay the second method call until the animations in first are complete. (I would not like to use CCCallFunc blocks as I want to call the second method from the same caller as the first one.

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  • How to shoot a triangle out of an asteroid which floats all of the way up to the screen?

    - by Holland
    I currently have an asteroid texture loaded as my "test player" for the game I'm writing. What I'm trying to figure out how to do is get a triangle to shoot from the center of the asteroid, and keep going until it hits the top of the screen. What happens in my case (as you'll see from the code I've posted), is that the triangle will show, however it will either be a long line, or it will just be a single triangle which stays in the same location as the asteroid moving around (that disappears when I stop pressing the space bar), or it simply won't appear at all. I've tried many different methods, but I could use a formula here. All I'm trying to do is write a space invaders clone for my final in C#. I know how to code fairly well, my formulas just need work is all. So far, this is what I have: Main Logic Code protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(ClearOptions.Target, Color.Black, 1, 1); mAsteroid.Draw(mSpriteBatch); if (mIsFired) { mPositions.Add(mAsteroid.LastPosition); mRay.Fire(mPositions); mIsFired = false; mRay.Bullets.Clear(); mPositions.Clear(); } base.Draw(gameTime); } Draw Code public void Draw() { VertexPositionColor[] vertices = new VertexPositionColor[3]; int stopDrawing = mGraphicsDevice.Viewport.Width / mGraphicsDevice.Viewport.Height; for (int i = 0; i < mRayPos.Length(); ++i) { vertices[0].Position = new Vector3(mRayPos.X, mRayPos.Y + 5f, 10); vertices[0].Color = Color.Blue; vertices[1].Position = new Vector3(mRayPos.X - 5f, mRayPos.Y - 5f, 10); vertices[1].Color = Color.White; vertices[2].Position = new Vector3(mRayPos.X + 5f, mRayPos.Y - 5f, 10); vertices[2].Color = Color.Red; mShader.CurrentTechnique.Passes[0].Apply(); mGraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 1); mRayPos += new Vector2(0, 1f); mGraphicsDevice.ReferenceStencil = 1; } }

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  • Create edges in Blender

    - by Mikey
    I've worked with 3DS Max in Uni and am trying to learn Blender. My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is: Say I have a poly in the middle of a mesh and I want to split it in two. Simply adding an edge between two edges. This would cause a two 5gons either side. It's a simple technique I use every now and then when I want to modify geometry. It's called "Edge connect" in 3DS Max. In Blender the only edge connect method I can find is to create edge loops, not helpful when aiming at low poly iPhone games. Is there an equivalent in blender?

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  • Network Multiplayer in Flash

    - by shadowprotocol
    Flash has come a long way in the last decade, and it's a well-kept secret getting a flash game to connect to a multi-client server for chat and/or basic avatar movement in real time. Why has the industry as a whole not made this a common-knowledge type of thing yet? We keep pushing to the web but I am finding it incredibly difficult gathering learning material on this subject. Sure, I can find multi-client server socket tutorials in various languages (using select statements and/or threads to handle multiple socket connections), but in regards to Flash applications inside of a browser? NOPE! Can everyone please share what they know? :] It's a subject I'd really love to get into but I'm afraid I just honestly don't know enough about how to do it. Thanks!

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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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