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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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  • Why are trees shining in background?

    - by Kinected
    Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but they are still rendering strange far away, but close they are fine. I tried placing the trees in a folder named "Ambient-Occlusion" like said here, but no luck. Also fog is turned off. Thanks in advance.

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • Recommended hardware for developing ios games?

    - by Matthew
    I know you have to have mac os x to use xcode and thus to develop/compile apps for the iphone. And I'm not exactly wanting to go the hackintosh way, so I'm looking at buying a used mac. What specs are recommended. If I buy a cheap mac mini that has only 1gb of ram would that be enough? (I'm not talking about using that to create the graphics/audio, I'll use my normal windows/ubuntu pc for that). I'm just talking about being able to use xcode and write applications. I'm trying to spend the least amount I can without running into problems developing the app.

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • Calculate vector direction

    - by Starkers
    Is the direction angle always measured from the plus x axis? Does a vector in the +,+ quadrant always have a direction between 0 and 90, and in -,+ between 90 and 180 and in -,- between 180 and 270 and in -,+ between 270 and 360 ? Also, how should we calculate the direction using tan? Would that mean nested if statements to find out what quadrant we're in, and then applying the appropriate "work arounds"? E.g. If we were in the -,+ (like in the diagram) would we find the angle from the + axis would be 90 + tan^-1(y/x), the 90 + only used because we're in the -,+ quadrant. Also, that's just a quick solution, may be off, I just want to know if we use nested if statements to get the angle from the + x axis. Finally, should we find the distance in degrees or radians?

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  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • Box2D relations

    - by Valentino Ru
    As far as I know, the unit in Box2D is meters. When I use Box2D in Processing with JBox2D, I set the "world size" as the window size specified in the setup(). Now I'm wondering if there is any function that scales down the world. For example, how can I simulate the throw of tennis ball within a room, without using a window of only 5 x 5 pixels? Additionally, is there any good documentation like the Java API?

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  • Periodic updates of an object in Unity

    - by Blue
    I'm trying to make a collider appear every 1 second. But I can't get the code right. I tried enabling the collider in the Update function and putting a yield to make it update every second or so. But it's not working (it gives me an error: Update() cannot be a coroutine.) How would I fix this? Would I need a timer system to toggle the collider? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • How are these bullets done?

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

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  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the moment I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement (not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated.

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  • How to set orthgraphic matrix for a 2d camera with zooming?

    - by MahanGM
    I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support zoom functionality? D3DXMATRIX orthographicMatrix; D3DXMATRIX identityMatrix; D3DXMatrixOrthoLH(&orthographicMatrix, nScreenWidth, nScreenHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&identityMatrix); device->SetTransform(D3DTS_PROJECTION, &orthographicMatrix); device->SetTransform(D3DTS_WORLD, &identityMatrix); device->SetTransform(D3DTS_VIEW, &identityMatrix); This code is for initial setup. Then, for zooming I multiply zoom factor in nScreenWidth and nScreenHeight.

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