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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Flash: Memory usage is low but framerate keeps dropping

    - by Cyborg771
    So I'm working on a puzzle game in flash. For all intents and purposes it's like Tetris. I spawn blocks, they move around the screen, then they get destroyed and disappear. I was having some trouble with the memory usage being too high over time so I read up on memory management and I think I have that figured out now. It's definitely climbing slower than it was before, but the framerate is still taking a huge dive after playing for a while. If it's not a memory leak what else could be causing this? Thanks in advance.

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Matrix multiplication - Scene Graphs

    - by bgarate
    I wrote a MatrixStack class in C# to use in a SceneGraph. So, to get the world matrix for an object I am suposed to use: WorldMatrix = ParentWorld * LocalTransform But, in fact, it only works as expected when I do the other way: WorldMatrix = LocalTransform * ParentWorld Mi code is: public class MatrixStack { Stack<Matrix> stack = new Stack<Matrix>(); Matrix result = Matrix.Identity; public void PushMatrix(Matrix matrix) { stack.Push(matrix); result = matrix * result; } public Matrix PopMatrix() { result = Matrix.Invert(stack.Peek()) * result; return stack.Pop(); } public Matrix Result { get { return result; } } public void Clear() { stack.Clear(); result = Matrix.Identity; } } Why it works this way and not the other? Thanks!

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • Runescape Private Server - How does it work?

    - by Friend of Kim
    I've seen a lot of Runescape private servers lately. How do they work? Most of them are based on the old Runescape, but a few look exactly like the real Runescape. How do they make the servers? Has the source code of the game been leaked on several occasions, and is that used to make Runescape servers? Or have some people just replicated Runescape, and tried to make the same game themselves (and "stolen" the 3D objects and texture from Jagex to make it look the same, and written the code to be able to replicate most functions of Runescape)?

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  • How do I add leaderboard feature of OpenFeint in android?

    - by Avi kumar Manku
    I am developing a game in android, by extending a class with view. I have integrated OpenFeint in it by studying the tutorial provided on the OpenFeint site, but I am not able to add the leaderboard feature in my app. How can I achieve it? My game class is like this public class GameActivity extends Activity { Intent i; Grapic g; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(new Grapic(this)); and Grapic is a class which extends view and where scoring is done with touch events.

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • How to deal with D3DX .dll hell?

    - by bluescrn
    There's a large number of versions of the D3DX dll, from each SDK update, each version having a unique name (http://www.toymaker.info/Games/html/d3dx_dlls.html). All-too-often, people have versions missing. So even though they have a compatible version of DirectX, your D3D-based project won't run on their machine. I want to be able to distribute games (little spare-time projects, game jam entries, etc) as a simple zip file, without the need for an installer. But a significant percentage of users run into missing D3DX .dll errors. And without an installer, Microsoft's official solution (the DirectX web installer/updater) isn't really much of a solution. Unfortunately, Microsoft still won't give us the option of static linking to D3DX (which would be a nice clean solution). And avoiding using D3DX isn't very practical, especially if you're working with shaders (and no, I'm not switching to OpenGL, at least for now) Does anyone have clever solutions to avoiding this DLL hell?

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • Camera lookAt target changes when rotating parent node

    - by Michael IV
    have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , the camera lookAt changes too.That is nor what I want to achieve.I need it to work like in Adobe AE when you parent camera to a null object:when null object is rotated the camera starts orbiting around the target while still looking at the target.What I do currently is multiplying parent's model matrix with camera model matrix which is calculated from lookAt() method.I am sure I need to decompose (or recompose ) one of the matrices before multiplying them .Parent model or camera model ? Anyone here can show the right way doing it ? UPDATE: The parent is just a node .The child is the camera.The parented camera in AfterEffects works like this: If you rotate the parent node while camera looks at the target , the camera actually starts orbiting around the target based on the parent rotation.In my case the parent rotation changes also Camera's lookAt direction which IS NOT what I want.Hope now it is clear .

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  • LWJGL - Continuous key press event without delay

    - by Zarkopafilis
    I am checking for key presses and then based on the keys pressed I am moving a square around the screen. I am setting booleans for the keys WASD. But , Whenever I try to keep the key down , it takes a while till it moves continuously (Just a half second stop after a single move.) Any way to get rid of that and make it be "smooth"? Code: up = false; down = false; left = false; right = false; reset = false; while(Keyboard.next()){ if (Keyboard.getEventKeyState()) { if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = false; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } } }

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Is there an IDE that can simplify the process of creating a game matchmaking website?

    - by Scott
    Yes, I'm an old guy. And I'm well versed in "C" and have written several games which I have been selling on the web for a number of years. And now, I would like to adapt one of my games to be "online". Sounds simple. I'm sure I can use the thousands of lines of "C" code that I've already written. Right? So my initial investigation begins. First, I think I'll need a server program that lives on a dedicated server (or a VPS probably) that talks to a bunch of client applications that live on individual devices around the world. I can certainly handle that! (I think to myself). I'll break up my existing game into two pieces, a client piece that is just the game displays and buttons, and a server piece that does everything else. Piece of cake, right? But that means that the "server piece" must be executed on a remote machine somewhere and run 24/7. Can I do that? [apparently, that question is so basic, so uneducated, and so lame, that nobody has ever posed it before. Because hours of Googling does not yield an answer. Fine. I'll assume I can do that and move on.] I'll need a "game room", which to me means a website where you log in and then go to a lobby of some kind where you can setup your preferences, see if any of your friends are connected, and create or join games. Should be easy, but it's not. No way. Can I do all this with my local website builder? (which happens to be 90 Second Website Builder, a nice product, btw). It turns out, I can not. I can start with that, but must modify each page, so I can interact with my sql database. So I begin making each page a "PHP" page and dynamically modifying the HTML code with PHP code. I'm already starting to get a headache. Because the resulting web pages looked terrible, I began looking at using JQuery. I want to user a JQuery dialog on my website to display a list of friends and allow the user to select one to invite to the game. [google search for "how to populate a JQuery dialog from a sql database" yields nothing but more confusion.] Javascript? Java? HTML? XML? HTML5? PHP? JQuery? Flash? Sockets? Forms? CSS? Learning about each one of these, and how they interact with each other and/or depend on each other is too much for my feeble old brain. Can anyone simplify this process for me? Is there an IDE that will help me do all this without having to go back to college for a few years? Thanks, Scott

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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