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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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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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  • OpenGL + Allegro. Moving from software drawing X Y to openGL is confusing

    - by Aaron
    Having a fair bit of trouble. I'm used to Allegro and drawing sprites on a bitmap buffer at X Y coords. Now I've started a test project with OpenGL and its weird. Basically, as far as I know, theirs many ways to draw stuff in OpenGL. At the moment, I think I'm creating a Quad? Whatever that is, and I think Ive given it a texture of a bitmap and them im drawing that: GLuint gl_image; bitmap = load_bitmap("cat.bmp", NULL); gl_image = allegro_gl_make_texture_ex(AGL_TEXTURE_MASKED, bitmap, GL_RGBA); glBindTexture(GL_TEXTURE_2D, gl_image); glBegin(GL_QUADS); glColor4ub(255, 255, 255, 255); glTexCoord2f(0, 0); glVertex3f(-0.5, 0.5, 0); glTexCoord2f(1, 0); glVertex3f(0.5, 0.5, 0); glTexCoord2f(1, 1); glVertex3f(0.5, -0.5, 0); glTexCoord2f(0, 1); glVertex3f(-0.5, -0.5, 0); glEnd(); So yeah. So I got a few questions: Is this the best way of drawing a sprite? Is it suitable? The big question: Can anyone help / Does anyone know any tutorials on this weird coordinate thing? If it even is that. It's vastly different from XY, but I want to learn it. I was thinking maybe I could learn how this weird positioning stuff works, and then write a function to try and translate it to X and Y coords. Thats about it. I'm still trying to figure it all out on my own but any contributions you guys can make would be greatly appreciated =D Thanks!

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  • Improving the efficiency of frustum culling

    - by DeadMG
    I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking "slices" through the frustum to attempt to increase the accuracy of the technique, but it doesn't seem to have made much impact. I also significantly reduced the far plane, so that the objects are barely at the edge. Here's my code (where size is the size in screen space- the resolution of the client area of the window I'm rendering into). Any suggestions? auto&& size = GetDimensions(); D3DVIEWPORT9 vp = { 0, 0, size.x, size.y, 0, 1 }; D3DCALL(device->SetViewport(&vp)); static const int slices = 10; std::vector<Object*> result; for(int i = 0; i < slices; i++) { D3DXVECTOR3 WorldSpaceFrustrumPoints[8] = { D3DXVECTOR3(0, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i) / slices), D3DXVECTOR3(0, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, 0, static_cast<float>(i + 1) / slices), D3DXVECTOR3(size.x, size.y, static_cast<float>(i + 1) / slices), D3DXVECTOR3(0, size.y, static_cast<float>(i + 1) / slices) }; D3DXMATRIXA16 Identity; D3DXMatrixIdentity(&Identity); D3DXVec3UnprojectArray( WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), WorldSpaceFrustrumPoints, sizeof(D3DXVECTOR3), &vp, &Projection, &View, &Identity, 8 ); Math::AABB Frustrum; auto world_begin = std::begin(WorldSpaceFrustrumPoints); auto world_end = std::end(WorldSpaceFrustrumPoints); auto world_initial = WorldSpaceFrustrumPoints[0]; Frustrum.BottomLeftClosest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x < rhs.x ? lhs : rhs; }).x; Frustrum.BottomLeftClosest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y < rhs.y ? lhs : rhs; }).y; Frustrum.BottomLeftClosest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z < rhs.z ? lhs : rhs; }).z; Frustrum.TopRightFurthest.x = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.x > rhs.x ? lhs : rhs; }).x; Frustrum.TopRightFurthest.y = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.y > rhs.y ? lhs : rhs; }).y; Frustrum.TopRightFurthest.z = std::accumulate(world_begin, world_end, world_initial, [](D3DXVECTOR3 lhs, D3DXVECTOR3 rhs) { return lhs.z > rhs.z ? lhs : rhs; }).z; auto slices_result = ObjectTree.collision(Frustrum); result.insert(result.end(), slices_result.begin(), slices_result.end()); } return result;

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  • DirectX 11 Constant Buffers vs Effect Framework

    - by Alex
    I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName. Is there something I'm missing here?

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  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

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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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  • Best C++ containers for UI in Games.

    - by Vijayendra
    I am writing some UI stuff for my games in C++. Basically its a very common problem, but I dont know the best answer yet. Suppose inside my UI Library I have a view class which renders 2D/3D scene. This view can contain many subviews. I needs a container which allows me to iterate over these views fast and also insert/delete subviews. I am not sure which container is best for the job - list, vector or something else?

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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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  • 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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  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

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  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • What forms of non-interactive RPG battle systems exist?

    - by Landstander
    I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands or can choose not to. Rule Based In this system the player can setup a list of rules in the form of [Condition - Action] that are then ordered by priority. Gambits in Final Fantasy XII Tactics in Dragon Age Origin & II

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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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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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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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  • 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 store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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