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  • How to set a target as image [on hold]

    - by Zadalaxmi
    How to set a target as image in given code. public void addListenerForImage(final Image roomImage) { final DragAndDrop dragAndDrop = new DragAndDrop(); dragAndDrop.addSource(new DragAndDrop.Source(roomImage) { public DragAndDrop.Payload dragStart (InputEvent event, float x, float y, int pointer) { DragAndDrop.Payload payload = new DragAndDrop.Payload(); payload.setDragActor(roomImage); dragAndDrop.setDragActorPosition(-x, -y + roomImage.getHeight()); return payload; } public void dragStop (InputEvent event, float x, float y, int pointer,Target target) { roomImage.setBounds(50, 125, roomImage.getWidth(), roomImage.getHeight()); if(target != null) { roomImage.setPosition(target.getActor().getX(), target.getActor().getY()); } System.out.println(target); stage.addActor(roomImage); } }); My problem is i can drag the images and i am not able to set target as image; and target shows as null;One more if a invisible some of the images in group how can i test that it is overlapped or not;Please give some links and suggestion

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • Oracle Systems and Solutions at OpenWorld Tokyo 2012

    - by ferhat
    Oracle OpenWorld Tokyo and JavaOne Tokyo will start next week April 4th. We will cover Oracle systems and Oracle Optimized Solutions in several keynote talks and general sessions. Full schedule can be found here. Come by the DemoGrounds to learn more about mission critical integration and optimization of complete Oracle stack. Our Oracle Optimized Solutions experts will be at hand to discuss 1-1 several of Oracle's systems solutions and technologies. Oracle Optimized Solutions are proven blueprints that eliminate integration guesswork by combing best in class hardware and software components to deliver complete system architectures that are fully tested, and include documented best practices that reduce integration risks and deliver better application performance. And because they are highly flexible by design, Oracle Optimized Solutions can be implemented as an end-to-end solution or easily adapted into existing environments. Oracle Optimized Solutions, Servers,  Storage, and Oracle Solaris  Sessions, Keynotes, and General Session Talks DAY TIME TITLE Notes Session Wednesday  April 4 9:00 - 11:15 Keynote: ENGINEERED FOR INNOVATION - Engineered Systems Mark Hurd,  President, Oracle Takao Endo, President & CEO, Oracle Corporation Japan John Fowler, EVP of Systems, Oracle Ed Screven, Chief Corporate Architect, Oracle English Session K1-01 11:50 - 12:35 Simplifying IT: Transforming the Data Center with Oracle's Engineered Systems Robert Shimp, Group VP, Product Marketing, Oracle English Session S1-01 15:20 - 16:05 Introducing Tiered Storage Solution for low cost Big Data Archiving S1-33 16:30 - 17:15 Simplifying IT - IT System Consolidation that also Accelerates Business Agility S1-42 Thursday  April 5 9:30 - 11:15 Keynote: Extreme Innovation Larry Ellison, Chief Executive Officer, Oracle English Session K2-01 11:50 - 13:20 General Session: Server and Storage Systems Strategy John Fowler, EVP of Systems, Oracle English Session G2-01 16:30 - 17:15 Top 5 Reasons why ZFS Storage appliance is "The cloud storage" by SAKURA Internet Inc L2-04 16:30 - 17:15 The UNIX based Exa* Performance IT Integration Platform - SPARC SuperCluster S2-42 17:40 - 18:25 Full stack solutions of hardware and software with SPARC SuperCluster and Oracle E-Business Suite  to minimize the business cost while maximizing the agility, performance, and availability S2-53 Friday April 6 9:30 - 11:15 Keynote: Oracle Fusion Applications & Cloud Robert Shimp, Group VP, Product Marketing Anthony Lye, Senior VP English Session K3-01 11:50 - 12:35 IT at Oracle: The Art of IT Transformation to Enable Business Growth English Session S3-02 13:00-13:45 ZFS Storagge Appliance: Architecture of high efficient and high performance S3-13 14:10 - 14:55 Why "Niko Niko doga" chose ZFS Storage Appliance to support their growing requirements and storage infrastructure By DWANGO Co, Ltd. S3-21 15:20 - 16:05 Osaka University: Lower TCO and higher flexibility for student study by Virtual Desktop By Osaka University S3-33 Oracle Developer Sessions with Oracle Systems and Oracle Solaris DAY TIME TITLE Notes LOCATION Friday April 6 13:00 - 13:45 Oracle Solaris 11 Developers D3-03 13:00 - 14:30 Oracle Solaris Tuning Contest Hands-On Lab D3-04 14:00 - 14:35 How to build high performance and high security Oracle Database environment with Oracle SPARC/Solaris English Session D3-13 15:00 - 15:45 IT Assets preservation and constructive migration with Oracle Solaris virtualization D3-24 16:00 - 17:30 The best packaging system for cloud environment - Creating an IPS package D3-34 Follow Oracle Infrared at Twitter, Facebook, Google+, and LinkedIn  to catch the latest news, developments, announcements, and inside views from  Oracle Optimized Solutions.

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  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

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  • How to make and render a simple game just with 3d max?

    - by Sina
    I want to make a simple EXE file, where there is one object in the scene and the user can rotate that object by using arrow keys (or mouse). Is there any way in which I don't have to use a game engine and do it only using 3dsmax script? Cause there is a special renderer I want to use, which is V-Ray a kind of renderer which provides 3D images for 3D glasses. I am not good at making games and engines so I want to know if I can do it only with 3dsmax scripts?

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Technical differences between square and hexagon for a grid?

    - by Marlon Dias
    I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares or Hexagons, what I want know is: What are the issues for programming each type of grid regarding implementation and performance? Is there a tradeoff or specific benefit for using one of them in a game context?

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  • Sprite sheet generator

    - by Andrea Tucci
    I need to generate a sprite sheet with squared sprite for a 2D game. How can I generate a sprite sheet where each frame has x = y? The only think I have to do is to "insert" some blank space between sprites (in case y were x in the original sprite). Is there any program that I can use to trasform "irregular" sprite sheets to "squared" sprite sheets? An example of non-squared sprite sheet: http://spriters-resource.com/gameboy_advance/khcom/sheet/1138

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  • shader coding: calculate screen coordinates of fragment

    - by Jay
    Good morning, I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way) Setup: I have rendered the full screen z depth to an array of floats in a previous pass. In the fragment shader I need the scene depth where the rendered fragment is displayed (to see if it's occluded). I can use tex2d() to get the depth value if I have the screen coordinates of the point being rendered in the fragment shader. Question: In the fragment shader how do you calculate the screen coordinates of the pixel (in the range 0-1.0)? Is the position passed to the fragment shader a pixel offset? If so, I guess it would be: float2( position.x / screen-width, position.y / screen-height ) Thanks for any help/

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • how many times can i buy swtor credits with Extra 100% Bonus in Father’s Day at swtor2credits?

    - by user46860
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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Drawing territories border in 2d map

    - by Gabriel A. Zorrilla
    I'm programming a little web strategy game. In the country map I pretend to display each country with a national color. The issue is how to render the borders in a simple and efficient way. Right now I'm planning to set a field to each tile called "border" with values from 0 to 8. The algorithm would check for EVERY tile is its adjacent has a different "owner". If the tile is inside the territory, the border value would be 0, because would not have adjacent any tile with different owner, if not, would vary between 1 (north) clockwise to 9 (north-west) and then draw the border. I find this simple but too processor-intensive. Are there any other "pro" choices to render territories borders?

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • how to re-use a sprite in cocos2d-x

    - by zinking
    some times it takes time to create the sprite structures in the scene, I might need to setup structures inside this sprite to meet requirement, thus I would hope to reuse such structures with the game again and again. I tried that, remove the child from parent, detach it from parent , clean parent with the sprite. but when I try to add the sprite to another scene, it's just wont pass the assertion that the sprite already have parent did I miss some step ? add an example: I have a sprite A which involves of quite a few steps to construct, so I used it in scene A layer A, and then I want to use it in scene A layer B, scene B layer A1 etc..... generally speaking I don't want to reconstruct the sprte again.

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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • GDD-BR 2010 [2E] Building Business Apps using Google Web Toolkit and Spring Roo

    GDD-BR 2010 [2E] Building Business Apps using Google Web Toolkit and Spring Roo Speaker: Chris Ramsdale Track: Cloud Computing Time: 14:40 - 15:25 Room: sala[2] Level: 201 Who says you can't build rich web apps for your business? Follow along in this session to learn how you can use the latest integrated set of tools from Google and VMware to take your internal business apps into the cloud. We'll cover how to get started using GWT with Spring Roo and SpringSource Tool Suite (STS), as well as the new data presentation widgets and MVP framework that will be available in the 2.1 release of GWT. From: GoogleDevelopers Views: 69 0 ratings Time: 45:56 More in Science & Technology

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • 2D Procedural Terrain with box2d Assets

    - by Alex
    I'm making a game that invloves a tire moving through terrain that is generated randomly over 1000 points. The terrain is always a downwards incline like so: The actual box2d terrain extends one screen width behind and infront of the circular character. I'm now at a stage where I need to add gameplay elements to the terrain such as chasms or physical objects (like the demo polygon in the picture) and am not sure of the best way to structure the procedural generation of the terrain and objects. I currently have a very simple for loop like so: for(int i = 0; i < kMaxHillPoints; i++) { hillKeyPoints[i] = CGPointMake(terrainX, terrainY); if(i%50 == 0) { i += [self generateCasmAtIndex:i]; } terrainX += winsize.width/20; terrainY -= random() % ((int) winsize.height/20); } With the generateCasmAtIndex function add points to the hillKeyPoints array and incrementing the for loop by the required amount. If I want to generate box2d objects as well for specific terrain elements, I'll also have to keep track of the current position of the player and have some sort of array of box2d objects that need to be created at certain locations. I am not sure of an efficient way to accomplish this procedural generation of terrain elements with accompanying box2d objects. My thoughts are: 1) Have many functions for each terrain element (chasm, jump etc.) which add elements to be drawn to an array that is check on each game step - similar to what I've shown above. 2) Create an array of terrain element objects that string together and are looped over to create the terrain and generate the box2d objects. Each object would hold an array of points to be drawn and and array of accompanying box2d objects. Any help on this is much appreciated as I cannot see a 'clean' solution.

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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