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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • OpenGL: Want to keep gun on top of car and be able to control angle. Having difficulties.

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car so basically like a long rod in the middle of a black is how I am modelling it right now. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around the angle of the gun changes. Not what I want.

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  • IrrKlang with Ogre

    - by Vinnie
    I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a Linker error when I attempt to build. Any suggestions? (Error 4007 error LNK2019: unresolved external symbol "__declspec(dllimport) class irrklang::ISoundEngine * __cdecl irrklang::createIrrKlangDevice(enum irrklang::E_SOUND_OUTPUT_DRIVER,int,char const *,char const *)" (_imp?createIrrKlangDevice@irrklang@@YAPAVISoundEngine@1@W4E_SOUND_OUTPUT_DRIVER@1@HPBD1@Z) referenced in function "public: __thiscall SoundManager::SoundManager(void)" (??0SoundManager@@QAE@XZ)

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  • How to protect your real time online shooter from potential bots

    - by Zaky German
    I'm looking to create a multiplayer top down shooter. While i've read about different topics, i can see them i've got some real challenges ahead, but i'm all up for it. One thing i can't understand is how am i supposed to be protecting the game from people who try to create bots? What i mean is, as far as i understand, it's impossible to protect the network traffic in a way that players won't be able to create programs that listen to what's going on and understand it. So what worries me is that people can create bots that listen to the current location of rival players, and send communication that mimic as if the player is shooting in the exact "perfect" location to win that match. So what kind of techniques are used to protect real time games from such bots? Also i'd like to mention that i've tried searching for discussions (as this sounds like something many people struggle with), but couldn't find anything about it specifically, only as a part of broader questions about networking in real time games. If i should have looked harder feel free to put me in my place :) Thanks alot!

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  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Struggling to get set up with JOGL2.0

    - by thecoshman
    I guess that Game Dev' is a more sensible place for my problem then SO. I did have JOGL1.1 set up and working, but I soon discovered that it did not support the latest OpenGL, so I started work on upgrading to JOGL2.0 it's not gone too well. Firstly, is it worth me trying to get JOGL to work, or should I just move over to LWJGL? I am fairly comfortable with OpenGL (via C++) and from what I did get working with JOGL1.1, I seem to be OK adapting to it. Assuming that I stick with JOGL, am I foolish for trying to use JOGL2.0? From what I can gather, JOGL2.0 is still in beta, but I am willing to go with it as I want to make use of the latest OpenGL I can. I have been using the Eclipse IDE and have set up a user library for JOGL, here is a screen shot of the configuration and I have added this user library to my own Eclipse project. the system variable %JOGL_HOME% points to "C:\Users\edacosh\Downloads\JOGL2.0" so that should work fine. Now, the problem I actually having, when I try to run my code, on the line GLProfile glp = GLProfile.getDefault(); The code stops with the following message... Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/jvm/JVMUtil at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1145) at DiCE.DiCE.<init>(DiCE.java:33) at App.<init>(App.java:17) at App.main(App.java:12) Caused by: java.lang.ClassNotFoundException: com.jogamp.common.jvm.JVMUtil at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 4 more I have also set my project to ensure that it is using jre6 along with jdk6, as I was having some issues. I hope I have given you enough information to be able to help me. It probably doesn't help that I am rather new to Java, been developing in C++ for ages. Thanks

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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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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  • Map building - Tower Defense

    - by Dan K
    Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have found a simple background image with a path drawn on it and my question is how would I go about building a path so that I can animate my objects. Would I have to take the image and overlay a grid system, or can I store the path in some sort of array and have my objects move across it? Here is the background image:

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  • Group arrival steering

    - by ltjax
    I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units are in transit, but arrival does not work very well at all. Right now, units just cease to use the path following component once the "exit" the path, i.e. when their closest point on the path is on or past the end. This leads to those units bumping into each other and also overshooting the point the player clicked. Ideally, I'd have the units arrive scattered around the finish point (and reasonable close to each other), not all clumped up past the finish line. I'd imagine that some kind of arrival steering might work here, but based on other units and a "fuzzy" classification of the end of the path. Is there any proven way to do this?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • Pack of resources in one big file with XNA

    - by Cristian
    Is it possible to pack all the little .xnb files into one big file? Given the level of abstraction of the XNA Framework I though this would come out of the box but I can't find any well integrated solution. So far the best candidate is XnaZip but in addition to having to compile the resources in a post-build event, and a little trouble porting the game to XBOX I have to rename all the references to resources I have already implemented.

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  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

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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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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • Execute code at specific intervals, only once?

    - by Mathias Lykkegaard Lorenzen
    I am having an issue with XNA, where I want to execute some code in my Update method, but only at a given interval, and only once. I would like to avoid booleans to check if I've already called it once, if possible. My code is here: if ((gameTime.TotalGameTime.TotalMilliseconds % 500) == 0) { Caret.Visible = !Caret.Visible; } As you may have guessed, it's for a TextBox control, to animate the caret between invisible and visible states. I just have reason to believe that it is called twice or maybe even 3 times in a single update-call, which is bad, and makes it look unstable and jumpy.

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • GoogleAppEngine : ClassNotFoundException : javax.jdo.metadata.ComponentMetadata

    - by James.Elsey
    I'm trying to deploy my application to a locally running GoogleAppEngine development server, but I'm getting the following stack trace when I start the server Apr 23, 2010 9:03:33 PM com.google.apphosting.utils.jetty.JettyLogger warn WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'clientDao' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Cannot resolve reference to bean 'entityManagerFactory' while setting bean property 'entityManagerFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'entityManagerFactory' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoClassDefFoundError: javax/jdo/metadata/ComponentMetadata: java.lang.ClassNotFoundException: javax.jdo.metadata.ComponentMetadata at java.net.URLClassLoader$1.run(URLClassLoader.java:217) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:319) at com.google.appengine.tools.development.IsolatedAppClassLoader.loadClass(IsolatedAppClassLoader.java:151) at java.lang.ClassLoader.loadClass(ClassLoader.java:264) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2009) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2007) at java.security.AccessController.doPrivileged(Native Method) at javax.jdo.JDOHelper.forName(JDOHelper.java:2006) at javax.jdo.JDOHelper.invokeGetPersistenceManagerFactoryOnImplementation(JDOHelper.java:1155) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:803) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:698) at org.datanucleus.jpa.EntityManagerFactoryImpl.initialisePMF(EntityManagerFactoryImpl.java:482) at org.datanucleus.jpa.EntityManagerFactoryImpl.<init>(EntityManagerFactoryImpl.java:255) at org.datanucleus.store.appengine.jpa.DatastoreEntityManagerFactory.<init>(DatastoreEntityManagerFactory.java:68) at org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider.createContainerEntityManagerFactory(DatastorePersistenceProvider.java:45) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1369) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1335) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:473) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveReference(BeanDefinitionValueResolver.java:269) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveValueIfNecessary(BeanDefinitionValueResolver.java:104) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyPropertyValues(AbstractAutowireCapableBeanFactory.java:1245) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1010) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:472) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:429) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:728) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:380) at org.springframework.web.context.ContextLoader.createWebApplicationContext(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler.java:530) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1218) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.jetty.Server.doStart(Server.java:217) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:181) at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:116) at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) The server is running at http://localhost:1234/ I'm a little confused over this, since I have the same application running locally on GlassFish/MySQL. All I have done is to swap in the relevant jar files, and change the persistence.xml. My applicationContext.xml looks as follows : <context:annotation-config/> <bean id="clientDao" class="com.jameselsey.salestracker.dao.jpa.JpaDaoClient"> <property name="entityManagerFactory" ref="entityManagerFactory"/> </bean> <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"/> <bean id="transactionManager" class="org.springframework.orm.jpa.JpaTransactionManager"> <property name="entityManagerFactory" ref="entityManagerFactory" /> </bean> <bean id="org.springframework.context.annotation.internalPersistenceAnnotationProcessor" class="com.jameselsey.salestracker.util.GaeFixInternalPersistenceAnnotationProcessor" /> <bean class="org.springframework.orm.jpa.support.PersistenceAnnotationBeanPostProcessor"/> <tx:annotation-driven/> <bean id="clientService" class="com.jameselsey.salestracker.service.ClientService"/> </beans> My JPA DAO looks like this public class JpaDao extends JpaDaoSupport { protected <T> List<T> findAll(Class<T> clazz) { return getJpaTemplate().find("select c from " + clazz.getName() + " c"); } protected <T> T findOne(String jpql, Map params) { List<T> results = getJpaTemplate().findByNamedParams(jpql, params); if(results.isEmpty()) { return null; } if(results.size() > 1) { throw new IncorrectResultSizeDataAccessException(1, results.size()); } return results.get(0); } } And an example implemented method looks like this : @Override public Client getClientById(Integer clientId) { String jpql = "SELECT c " + "FROM com.jameselsey.salestracker.domain.Client c " + "WHERE c.id = " + clientId; return (Client) getJpaTemplate().find(jpql).get(0); } Like I say, this works ok on Glassfish/MySQL, is it possible this error could be a red herring to something else?

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • stdexcept On Android

    - by David R.
    I'm trying to compile SoundTouch on Android. I started with this configure line: ./configure CPPFLAGS="-I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/" LDFLAGS="-Wl,-rpath-link=/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -L/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -nostdlib -lc" --host=arm-eabi --enable-shared=yes CFLAGS="-nostdlib -O3 -mandroid" host_alias=arm-eabi --no-create --no-recursion Because the Android NDK targets ARM, I also had to change the Makefile to remove the -msse2 flags to progress. When I run 'make', I get: /bin/sh ../../libtool --tag=CXX --mode=compile arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c -o FIRFilter.lo FIRFilter.cpp libtool: compile: arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c FIRFilter.cpp -o FIRFilter.o FIRFilter.cpp:46:21: error: stdexcept: No such file or directory FIRFilter.cpp: In member function 'virtual void soundtouch::FIRFilter::setCoefficients(const soundtouch::SAMPLETYPE*, uint, uint)': FIRFilter.cpp:177: error: 'runtime_error' is not a member of 'std' FIRFilter.cpp: In static member function 'static void* soundtouch::FIRFilter::operator new(size_t)': FIRFilter.cpp:225: error: 'runtime_error' is not a member of 'std' make[2]: *** [FIRFilter.lo] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all-recursive] Error 1 This isn't very surprising, since the -nostdlib flag was required. Android seems to have neither stdexcept nor stdlib. How can I get past this block of compiling SoundTouch? At a guess, there may be some flag I don't know about that I should use. I could refactor the code not to use stdexcept. There may be a way to pull in the original stdexcept source and reference that. I might be able to link to a precompiled stdexcept library.

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