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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • Skyrim Nexus Mods on Xbox 360 by use of dawnguard?

    - by user17895
    i think it's possible i opened up the dawnguard marketplace content and it consists 3 files: dawnguard.bsa < mod dawnguard.esp <- mod installing file. and spa.bin <-dont know where this is for. and it has been confirmed you can use the top 2 files on pc for a not fully functional dawnguard (barely functional to be exact) and if we could just replace or add a few other bsa and esp files to this marketplace content we could get mods up and running on xbox altough i need confirmation on this. I also have no clue where the spa.bin file for is, i need to examine it some further. Further this is adding a few non-distributed Files to marketplace content and wont get you booted from XBL. Also if anyone wants to examine these files for further information i will gladly share them with you. if you have any information or answers please email me at [email protected] thx

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Single and Double Jump with single button.

    - by Asad
    I want to make Single Jump on Single Tap and Double Jump on Double Tap. My problem is that if I make double Tap on ground then it’s fine but if I make first Tap on ground and second Tap in Air then Player gain more height then usual As in image 1. I want to Make my jump like in Image 2, No matter from which point user gives second Tap, player Always get a specific height. I Used both Impulse and Linear velocity to make Jump but my problem did not solved.

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Can I use GLFW and GLEW together in the same code

    - by Brendan Webster
    I use the g++ compiler, which could be causing the main problem, but I'm using GLFW for window and input management, and I am using GLEW so that I can use OpenGL 3.x functionality. I loaded in models and then tried to make Vertex and Index buffers for the data, but it turned out that I kept getting segmentation faults in the program. I finally figured out that GLEW just wasn't working with GLFW included. Do they not work together? Also I've done the context creation through GLFW so that may be another factor in the problem.

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  • 2D tower defense - A bullet to an enemy

    - by Tashu
    I'm trying to find a good solution for a bullet to hit the enemy. The game is 2D tower defense, the tower is supposed to shoot a bullet and hit the enemy guaranteed. I tried this solution - http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ The link mentioned to subtract the bullet's origin and the enemy as well (vector subtraction). I tried that but a bullet just follows around the enemy. float diffX = enemy.position.x - position.x; float diffY = enemy.position.y - position.y; velocity.x = diffX; velocity.y = diffY; position.add(velocity.x * deltaTime, velocity.y * deltaTime); I'm familiar with vectors but not sure what steps (vector math operations) to be done to get this solution working.

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  • Converting 3 axis vectors to a rotation matrix

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

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Out of Memory when building an application

    - by Jacob Neal
    I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error message that pops up every time I try to, simply saying, "Out of Memory". Its highly frustrating to be halted at this point by this message, and I tried everything I could come up with to fix it including compressing the runtime and sounds and increasing the proity of MMF2 all the way to realtime in the task manager. Im begging someone to toss me a bone on this problem, and any advice at all would be much appreciated.

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  • OpenGL: Attempt to allocate a texture to big for the current hardware

    - by AnonymousMan
    I'm getting the following error: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:320) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64) at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24) The image I'm trying to use is 128x128. System.out.println(GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)); I get: 32. 32??!! My graphics card is AMD Radeon HD 7970M with 2048 MB GDDR5 RAM, I can run all the latest games in 1080p and 60fps with no problem, and those textures sure as hell doesn't look like they are 32x32 pixels to me! How can I fix this? -- Edit: Here's the chaos code I use to init OpenGL: Display.setDisplayMode(new DisplayMode(500,500)); Display.create(); if (!GLContext.getCapabilities().OpenGL11) { throw new Exception("OpenGL 1.1 not supported."); } Display.setTitle("Game"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluPerspective(45, 1, 0.1f, 5000); Mouse.setGrabbed(true); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_OFFSET_FILL); glShadeModel(GL_SMOOTH); Display is a LWJGL thing, it makes the OpenGL context and the window. Anyway, I don't think there's anything in the init code that can help me but you never know...

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

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

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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

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

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • How to raycast select a scaled OBB?

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

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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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