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  • Increase animation speed according to the swipe speed in unity for Android

    - by rohit
    I have the animation done through Maya and brought the FBX file to unity. Here is my code to calculate the speed of the swipe: Vector2 speedMeasuredInScreenWidthsPerSecond =(Input.touches[0].deltaPosition / Screen.width) * Input.touches[0].deltaTime; Now I wanted to take speedMeasuredInScreenWidthsPerSecond and use it to increase the animation speed accordingly like this: animation["gmeChaAnimMiddle"].speed=Mathf.Round(speedMeasuredInScreenWidthsPerSecond); However, this results in an error that I need to convert Vector2 to float. So how do I overcome it?

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  • Distributed C++ game server which use database.

    - by Slav
    Hello. My C++ turn-based game server (which uses database) does stand against current average amount of clients (players), so I want to expand it to multiple (more then one) amount of computers and databases where all clients still will remain within single game world (servers will must communicate with each other and use multiple databases). Is there some tutorials/books/common standards which explain how to do it in a best way?

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Effects to make a speeding spaceship look faster

    - by Badescu Alexandru
    I have a spaceship and I've created a "boost" functionality that speeds up my spaceship, what effects should I implement to create the impression of high speed? I was thinking of making everything except my spaceship blurry but I think there would be something missing. Any ideas? Btw. I am working in XNA C# but if you aren't familiar to XNA describing some effects is still useful. The Game is 3d and i've attached some printscreens of the game This is in normal mode ( none boosted ) and here is the boosted mode ( the craft speeds up forward while the camera speeds in its normal speed , the non boosted speed )

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • runtime error: invalid memory address or nil pointer dereference

    - by Klink
    I want to learn OpenGL 3.0 with golang. But when i try to compile some code, i get many errors. package main import ( "os" //"errors" "fmt" //gl "github.com/chsc/gogl/gl33" //"github.com/jteeuwen/glfw" "github.com/go-gl/gl" "github.com/go-gl/glfw" "runtime" "time" ) var ( width int = 640 height int = 480 ) var ( points = []float32{0.0, 0.8, -0.8, -0.8, 0.8, -0.8} ) func initScene() { gl.Init() gl.ClearColor(0.0, 0.5, 1.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Viewport(0, 0, 800, 600) } func glfwInitWindowContext() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw_Init: %s\n", err) glfw.Terminate() } glfw.OpenWindowHint(glfw.FsaaSamples, 1) glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw_Window: %s\n", err) glfw.CloseWindow() } glfw.SetSwapInterval(1) glfw.SetWindowTitle("Title") } func drawScene() { for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT) vertexShaderSrc := `#version 120 attribute vec2 coord2d; void main(void) { gl_Position = vec4(coord2d, 0.0, 1.0); }` vertexShader := gl.CreateShader(gl.VERTEX_SHADER) vertexShader.Source(vertexShaderSrc) vertexShader.Compile() fragmentShaderSrc := `#version 120 void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; }` fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER) fragmentShader.Source(fragmentShaderSrc) fragmentShader.Compile() program := gl.CreateProgram() program.AttachShader(vertexShader) program.AttachShader(fragmentShader) program.Link() attribute_coord2d := program.GetAttribLocation("coord2d") program.Use() //attribute_coord2d.AttribPointer(size, typ, normalized, stride, pointer) attribute_coord2d.EnableArray() attribute_coord2d.AttribPointer(0, 3, false, 0, &(points[0])) //gl.DrawArrays(gl.TRIANGLES, 0, len(points)) gl.DrawArrays(gl.TRIANGLES, 0, 3) glfw.SwapBuffers() inputHandler() time.Sleep(100 * time.Millisecond) } } func inputHandler() { glfw.Enable(glfw.StickyKeys) if glfw.Key(glfw.KeyEsc) == glfw.KeyPress { //gl.DeleteBuffers(2, &uiVBO[0]) glfw.Terminate() } if glfw.Key(glfw.KeyF2) == glfw.KeyPress { glfw.SetWindowTitle("Title2") fmt.Println("Changed to 'Title2'") fmt.Println(len(points)) } if glfw.Key(glfw.KeyF1) == glfw.KeyPress { glfw.SetWindowTitle("Title1") fmt.Println("Changed to 'Title1'") } } func main() { runtime.LockOSThread() glfwInitWindowContext() initScene() drawScene() } And after that: panic: runtime error: invalid memory address or nil pointer dereference [signal 0xb code=0x1 addr=0x0 pc=0x41bc6f74] goroutine 1 [syscall]: github.com/go-gl/gl._Cfunc_glDrawArrays(0x4, 0x7f8500000003) /tmp/go-build463568685/github.com/go-gl/gl/_obj/_cgo_defun.c:610 +0x2f github.com/go-gl/gl.DrawArrays(0x4, 0x3, 0x0, 0x45bd70) /tmp/go-build463568685/github.com/go-gl/gl/_obj/gl.cgo1.go:1922 +0x33 main.drawScene() /home/klink/Dev/Go/gogl/gopher/exper.go:85 +0x1e6 main.main() /home/klink/Dev/Go/gogl/gopher/exper.go:116 +0x27 goroutine 2 [syscall]: created by runtime.main /build/buildd/golang-1/src/pkg/runtime/proc.c:221 exit status 2

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • How to deal with large open worlds?

    - by Mr. Beast
    In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves? Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

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  • Calculating instantaneous speed and acceleration for a simple Car software model

    - by Dylan
    I am trying to model a speedometer and tachometer for a simple software model of a car dashboard. I want this to be relatively simple, so for my purposes I won't likely simulate variables such as drag (or, assume that drag is a constant). But I would like to know the general formulas for: 1) Calculating the RPM, depending on a position of a graphical slider representing the accelerator. 2) Using this information to find the instantaneous speed (or, magnitude of instantaneous velocity?). I am not sure, in the case of 2), what other independent variables I need to consider. Do I need to consider the frequency of rotation of the wheels (assuming a fixed radius), in addition to the RPM? If anyone can give me a rough explanation plus relevant formulas, or alternatively direct me to other trusted resources online (I have had a hard time sifting through info and determining the accuracy), it would be much appreciated.

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  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • Arcball 3D camera - how to convert from camera to object coordinates

    - by user38873
    I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up until now, like lookat etc. http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball So i can rotate with the click and drag of the mouse, but when i rotate 90º degrees around Y and then move the mouse upwards or donwwards, it rotates on the wrong axis, this problem is demonstrated on this part of the tutorial An extra trick is converting the rotation axis from camera coordinates to object coordinates. It's useful when the camera and object are placed differently. For instace, if you rotate the object by 90° on the Y axis ("turn its head" to the right), then perform a vertical move with your mouse, you make a rotation on the camera X axis, but it should become a rotation on the Z axis (plane barrel roll) for the object. By converting the axis in object coordinates, the rotation will respect that the user work in camera coordinates (WYSIWYG). To transform from camera to object coordinates, we take the inverse of the MV matrix (from the MVP matrix triplet). What i have to do acording to the tutorial is convert my axis_in_camera_coordinates to object coordinates, and the rotation is done well, but im confused on what matrix i use to do just that. The tutorial talks about converting the axis from camera to object coordinates by using the inverse of the MV. Then it shows these 3 lines of code witch i havent been able to understand. glm::mat3 camera2object = glm::inverse(glm::mat3(transforms[MODE_CAMERA]) * glm::mat3(mesh.object2world)); glm::vec3 axis_in_object_coord = camera2object * axis_in_camera_coord; So what do i aply to my calculated axis?, the inverse of what, i supose the inverse of the model view? So my question is how do you transform camera axis to object axis. Do i apply the inverse of the lookat matrix? My code: if (cur_mx != last_mx || cur_my != last_my) { va = get_arcball_vector(last_mx, last_my); vb = get_arcball_vector( cur_mx, cur_my); angle = acos(min(1.0f, dotProduct(va, vb)))*20; axis_in_camera_coord = crossProduct(va, vb); axis.x = axis_in_camera_coord[0]; axis.y = axis_in_camera_coord[1]; axis.z = axis_in_camera_coord[2]; axis.w = 1.0f; last_mx = cur_mx; last_my = cur_my; } Quaternion q = qFromAngleAxis(angle, axis); Matrix m; qGLMatrix(q,m); vi = mMultiply(m, vi); up = mMultiply(m, up); ViewMatrix = ogLookAt(vi.x, vi.y, vi.z,0,0,0,up.x,up.y,up.z);

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  • How to stop camera from rotating in 2.5d platformer

    - by Artem Suchkov
    I'm stuck with a problem: I can not make my camera stop rotating after character. What I already have tried: using empty game object with rigid body and locked rotation and make it parent of camera, while player being the parent of object. Also, I've tried using few scripts from web, that did not help. Right now I'm bad with using JS in Unity (can handle JS on website, but I dont know how to integrate it for now) and practicing the basics, making easy 2.5d platformer with basic features, so I can not write code for now.

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  • About Alpha blending sprites in Direct3D9

    - by ambrozija
    I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a rectangle filled with solid color and alpha of 128. On top of the rectangle I have a text that is totally opaque. I draw all of this and get the resulting image through GetRenderTarget call. The problem is that on the resulting image, on the area where the transparent rectangle is, I have semi transparent pixels. It is not a problem that the rectangle is transparent, the problem is that the resulting image is. The question is how to setup the blending so in this situation I don't get the transparent pixels in the resulting image? I use the sprite with D3DXSPRITE_ALPHABLEND which sets the device state to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA. I tried couple of combinations of SetRenderState, like D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA etc., but couldn't make it work. Thanks.

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • Detecting long held keys on keyboard

    - by Robinson Joaquin
    I just want to ask if can I check for "KEY"(keyboard) that is HOLD/PRESSED for a long time, because I am to create a clone of breakout with air hockey for 2 different human players. Here's the list of my concern: Do I need other/ 3rd party library for KEY HOLDS? Is multi-threading needed? I don't know anything about this multi-threading stuff and I don't think about using one(I'm just a NEWBIE). One more thing, what if the two players pressed their respective key at the same time, how can I program to avoid error or worse one player's key is prioritized first before the the key of the other. example: Player 1 = W for UP & S for DOWN Player 2 = O for UP & L for DOWN (example: W & L is pressed at the same time) PS: I use GLUT for the visuals of the game.

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  • Looking for a simple web interface with subversion support and ticket /issue tracker [closed]

    - by Stefan Andre Brannfjell
    I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations. However, we have yet to find a suitable web interface to use for it. I have tried redmine, but that installation progress was extremely bothersome and advanced. Once I got it to work I found out that it was slow and did not meet my expectations. As well as it seems a bit complex for our needs. I would prefer to find a solution that supports lighttpd web server, however that seem to be very hard to come by, those I have found seem to only have apache support. Functionality i wish for the website: - login to an svn account - view svn logs - view & create issues, todo list etc - view svn difference Do you have any open source recommendations that I can try out? I will appreciate any kind of reply. :) Edit: I wish to host the website on our own servers.

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