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  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • Maya .IFF plugins for Gimp

    - by Kara Marfia
    Maya's preferred format for saving off a UV Snapshot is its own .IFF format, so I was hoping to find a plugin allowing Gimp 2 (Windows) to read it. I've found plenty of plugins for different linux distros, but none are win-friendly (that I can discern - admittedly I'm no whiz with Gimp). Does anyone know of one? Alternately, .tiff seems to work just fine, so if there's no good reason to bother fiddling with IFFs, I'd appreciate the input there, too. (sorry if this isn't on-topic)

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • accessing c++ class members with luaplus

    - by cppanda
    i've implemented LuaPlus in my engine eventmanager successfully and really like the flexibility i gained. but i'm still not exactly where i want to by, because i can't link my c++ classes to a lua class. for example i have a Actor class in c++, and i want to be able to create the same class in lua and gain access to members with luaplus, but i can't figure how i can achieve that. Is this actually luaplus built in functionality, or do i have to write my own interface that exchanges data tables between c++ and lua? my current approach would be to fire an event in luascript that creates an new actor class in c++ code, and transfer its id and the data i need to back to lua. when i modify the data i send the modifications back to c++ code again, but i actually thought there's something in luaplus that exposes this functionality already.

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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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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Using orientation to calculate position on Windows Phone 7

    - by Lavinski
    I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for a orienation of the device to correlate directly to a position. Such that tilting the phone forward and to the left represents the top left position and back to the right would be the bottom right position. Photos to make it clearer (the red dot would be the calculated position). Forward and Left Back and Right Now for the tricky bit. I also have to make sure that the values take into account left landscape and right landscape device orientations (portrait is the default so no calculations would be needed for it). Has anyone done anything like this? Notes: I've tried using the yaw, pitch, roll and Quaternion readings. Sample: // Get device facing vector public static Vector3 GetState() { lock (lockable) { var down = Vector3.Forward; var direction = Vector3.Transform(down, state); switch (Orientation) { case Orientation.LandscapeLeft: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(-rightAngle)); case Orientation.LandscapeRight: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(rightAngle)); } return direction; } }

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?

    - by Haydn
    So I'm writing my texture class in my opengl game, I get to the part where I would normally set GL_TEXTURE_MAX_ANISOTROPY_EXT, and I'm shocked to discover that it's undefined! This exact same extensions worked perfectly in a different application, so I know it's not a typo or something. It's worth noting that I'm getting my extensions using glcorearb.h, instead of glext.h, because I have no intention of supporting the compatibility profile. Could this be my problem, and if so, how do I work around it?

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  • Rendering Unity across multiple monitors

    - by N0xus
    At the moment I am trying to get unity to run across 2 monitors. I've done some research and know that this is, strictly, possible. There is a workaround where you basically have to fluff your window size in order to get unity to render across both monitors. What I've done is create a new custom screen resolution that takes in the width of both of my monitors, as seen in the following image, its the 3840 x 1080: How ever, when I go to run my unity game exe that size isn't available. All I get is the following: My custom size should be at the very bottom, but isn't. Is there something I haven't done, or missed, that will get unity to take in my custom screen size when it comes to running my game through its exe? Oddly enough, inside the unity editor, my custom screen size is picked up and I can have it set to that in my game window: Is there something that I have forgotten to do when I build and run the game from the file menu? Has someone ever beaten this issue before?

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