Search Results

Search found 26043 results on 1042 pages for 'development trunk'.

Page 381/1042 | < Previous Page | 377 378 379 380 381 382 383 384 385 386 387 388  | Next Page >

  • Saving and Loading the Game (Automatically or Manually) via Internal Storage Only (Tablet PC Issues)

    - by David Dimalanta
    Here is my question. When making a game app for Android, I considered first the device. It's no problem to save progress everything (from levels to records) on a smartphone because it has an SD Card slot. Exception to this, the tablet PC, it can really nothing but on internal only storage. For example, I'm using this tutorial for audio spectrum (see http://www.youtube.com/watch?v=5cN1VzZXcdo) that involves copying from internal to external in order to detect frequency. It works on the desktop but not on the Android device (Tablets only [i.e. Google Nexus Tablet]). Is there a way to optimize save/load game problems due to internal/external device issues? Plus, additionally, what's the reason why my device won't work on tablets, except the desktop, while testing the audio spectrum code and why? Also, is it the same with saving/loading game?

    Read the article

  • Checking if an object is inside bounds of an isometric chunk

    - by gopgop
    How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk. I draw the isometric chunk's tiles using OpenGL Quads. My first try was checking in a square pattern kind of thing: e = object; this = isometric chunk; if (e.getLocation().getX() < this.getLocation().getX()+World.CHUNK_WIDTH*World.TILE_WIDTH && e.getLocation().getX() > this.getLocation().getX()) { if (e.getLocation().getY() > this.getLocation().getY() && e.getLocation().getY() < this.getLocation().getY()+World.CHUNK_HEIGHT*World.TILE_HEIGHT) { return true; } } return false; What happens here is that it checks in a SQUARE around the chunk so not the real isometric bounds. Image example: (THE RED IS WHERE THE PROGRAM CHECKS THE BOUNDS) What I have now: Desired check: Ultimately I want to do the same for each tile in the chunk. EXTRA INFO: Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. the player does have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile.

    Read the article

  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

    Read the article

  • RenderState in XNA 4

    - by Shashwat
    I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4. What is the alternative for the following code in XNA 4? device.RenderState.AlphaTestEnable = true; device.RenderState.AlphaFunction = CompareFunction.GreaterEqual; device.RenderState.ReferenceAlpha = 200; device.RenderState.DepthBufferWriteEnable = false; I searched a lot but didn't find anything useful.

    Read the article

  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

    Read the article

  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

    Read the article

  • multi user web game with scheduled processing?

    - by Rooq
    I have an idea for a game which I am in the process of designing, but I am struggling to establish if the way I plan to implement it is possible. The game is a text based sports management simulation. This will require players to take certain actions through a web browser which will interact with a database - adding/updating and selecting. Most of the code required to be executed at this point will be fairly straightforward. The main processing will take place by applications which are scheduled to run on the server at certain times. These apps will process transactions added by the players and also perform some automatic processing based on the game date. My plan was to use an SQL server database (at last count I require about 20 tables) and VB.net for all the coding (coming from a mainframe programming background this language is the simplist for me to get to grips with). I will also need a scheduling tool on the server. Can anyone tell me if what I am planning is feasible before I dive into the actual coding stage of my project?

    Read the article

  • How does flocking algorithm work?

    - by Chan
    I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we do an update (then draw), we check all the constraints on both three behaviors. And each behavior returns a Vector3 which is the "correct" orientation that an object should transform to. So my initial idea was /// <summary> /// Objects stick together /// </summary> /// <returns></returns> private Vector3 Cohesion() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object align /// </summary> /// <returns></returns> private Vector3 Align() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object separates from each others /// </summary> /// <returns></returns> private Vector3 Separate() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } Then I search online for pseudocode but many of them involve velocity and acceleration plus other stuffs. This part confused me. In my game, all objects move at constant speed, and they have one leader. So can anyone share me an idea how to start on implement this flocking algorithm? Also, did I understand it correctly? (I'm using XNA 4.0)

    Read the article

  • How much info can I store in a cookie?

    - by Artemix
    Hi guys, Im developing a flash game and I'd like to know how much info can I store in a browser cookie. The game is simple, but it needs to store several variables in order to save all the details of your current progress. The game is only one swf file, no server, no nothing. I need to know how should I use the cookies to achieve this, and if they have the posibility of doing it, of course. (several = 200 variables i.e)

    Read the article

  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

    Read the article

  • Algorithmically generating neon layers on pixel grid

    - by user190929
    In an attempt at a screensaver I am making, I am a fan of neo-like graphics, which, of course, look great against a black background. As I understand it, neon, graphically speaking, is essentially a gradient of a color, brightest in the center, and gets darker proceeding outward. Although, more accurate is similar, but separating it into tubes and glow. The tubes are mostly white, while the glow is where most of the color is seen. Well... the tubes could also be a light variant of the color, you could say. The glow is darker. Anyhow, my question is, how could you generate such things given an initial pattern of pixels that would be the tubes? For example, let's say I want to make a neon 'H'. I, via the libraries, can attain the rectangles of pixels which represent it, but I want to make it look neonized. How could I algorithmically achieve such an effect given a base tube shape and base color? EDIT: ok, I mistated that. Got a bit distracted. My purpose for this was similar to a neon effect, but not. Sorry about that. What I am looking for is something like this: Start with a pattern of pixels: [!][!][!][!][!][!][!][!] [!][!][O][!][!][!][!][!] [!][!][O][O][!][!][!][!] [!][!][!][!][O][!][!][!] [!][!][!][!][!][!][!][!] How to I find the U pixels? [!][E][E][E][!][!][!][!] [!][E][O][E][E][!][!][!] [!][E][O][O][E][E][!][!] [!][E][E][E][O][E][!][!] [!][!][!][E][E][E][!][!] Sorry if that looks bad.

    Read the article

  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

    Read the article

  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

    Read the article

  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

    Read the article

  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

    Read the article

  • Frame Interpolation issues for skeletal animation

    - by sebby_man
    I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between the orientations at the two key frames, I got a very wacky animation. I know my skinning equation is right because the animation is perfectly fine when the animation is directly on a keyframe rather than in-between two. I'm using glm's built in mix function to do the slerp, so I don't think there are any problems with the actual slerp implementation. There's really one thing left that could be wrong here. I must not be in the correct space to do slerp. Right now the orientations are in joint local space. Do I have to be in world space? In some other space along the way? I have the bind pose matrix and world-space transformation matrix at my disposal if those are needed.

    Read the article

  • Does md2 support skeletal meshes?

    - by jsvcycling
    I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...

    Read the article

  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

    Read the article

  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

    Read the article

  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

    Read the article

  • How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?

    - by Dan Cowell
    I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have checked my access log in apache) and Apache is responding to the request with the appropriate content. The problem I have is that I'm using the event receive mode and it appears that somehow the handler for the Opened event is halted after a specific number of lines of code have executed. Here is my code for the Opened event: event Opened() { // A connection was established WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } As you can see, a number of the Broadcast calls have been commented out. Initially, only the lines up to the Broadcast containing "[DNomad_TcpLinkClient] Sent request: " were being executed and none of the Broadcasts were commented out. After commenting out that line, the next Broadcast was successful and so on and so forth. As a test, I commented out the very first Broadcast to see if the connection closing had any effect: // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); Upon doing that, an additional Broadcast at the end of the function executed. Thus the inference that there is an upper limit to the number of lines executed. Additionally, my ReceivedText handler is never called, despite Apache returning the correct HTTP 200 response with a body. My working hypothesis is that somehow after the Sequence Action finishes executing the garbage collector cleans up the TcpLinkClient instance. My biggest source of confusion with that is how on earth it does it during the execution of an event handler. Has anyone ever seen anything like this before? My full TcpLinkClient class is below: /* * TcpLinkClient based on an example usage of the TcpLink class by Michiel 'elmuerte' Hendriks for Epic Games, Inc. * */ class DNomad_TcpLinkClient extends TcpLink; var PlayerController PC; var string TargetHost; var int TargetPort; var string path; var string requesttext; var string userId; var string apartmentId; var string statusCode; var string responseData; event PostBeginPlay() { super.PostBeginPlay(); } function DoTcpLinkRequest(string uid, string id) //removes having to send a host { userId = uid; apartmentId = id; Resolve(targethost); } function string GetStatus() { return statusCode; } event Resolved( IpAddr Addr ) { // The hostname was resolved succefully WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] "$TargetHost$" resolved to "$ IpAddrToString(Addr)); // Make sure the correct remote port is set, resolving doesn't set // the port value of the IpAddr structure Addr.Port = TargetPort; //dont comment out this log because it rungs the function bindport WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Bound to port: "$ BindPort() ); if (!Open(Addr)) { WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Open failed"); } } event ResolveFailed() { WorldInfo.Game.Broadcast(self, "[TcpLinkClient] Unable to resolve "$TargetHost); // You could retry resolving here if you have an alternative // remote host. //send failed message to scaleform UI //JunHud(JunPlayerController(PC).myHUD).JunMovie.CallSetHTML("Failed"); } event Opened() { // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } event Closed() { // In this case the remote client should have automatically closed // the connection, because we requested it in the HTTP request. WorldInfo.Game.Broadcast(self, "Connection closed."); // After the connection was closed we could establish a new // connection using the same TcpLink instance. } event ReceivedText( string Text ) { WorldInfo.Game.Broadcast(self, "Received Text: "$Text); //we dont want the header info, so we split the string after two new lines Text = Split(Text, chr(13)$chr(10)$chr(13)$chr(10), true); WorldInfo.Game.Broadcast(self, "Split Text: "$Text); statusCode = Text; } event ReceivedLine( string Line ) { WorldInfo.Game.Broadcast(self, "Received Line: "$Line); } event ReceivedBinary( int Count, byte B[255] ) { WorldInfo.Game.Broadcast(self, "Received Binary of length: "$Count); } defaultproperties { TargetHost="127.0.0.1" TargetPort=80 //default for HTTP LinkMode=MODE_Text ReceiveMode=RMODE_Event path = "dnomad/datafeed.php" userId = "0"; apartmentId = "0"; statusCode = ""; send = false; }

    Read the article

  • How to make rigid bodies collide with Apex Clothing in PhysX for Maya

    - by b1nary.atr0phy
    According to the [Apex] Clothing Overview section of the documentation: Colliding with Rigid Bodies Rigid bodies present in your scene will push clothing around roughly as you might expect. Well, I beg to differ. The Apex Cloth collides with the floor just fine, but that's about the only thing it collides with (unless I add ragdoll to the same skeleton that the cloth is attached to.) So for example, if I try to bounce a ball (dynamic rigid body) into the cloth, it simply bounces through it. If I try to walk an actor with ragdoll through it, he simply clips through it as well. Anyone have any insight on this?

    Read the article

  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

    Read the article

  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

    Read the article

  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

    Read the article

< Previous Page | 377 378 379 380 381 382 383 384 385 386 387 388  | Next Page >