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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • Organising levels / rooms in a MUD-style text based world

    - by Polynomial
    I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed something like the following. Apologies for the huge pile of XML, but I felt it important to fully explain what I'm doing. <level> <start> <!-- start in kitchen with empty inventory --> <room>Kitchen</room> <inventory></inventory> </start> <rooms> <room> <name>Kitchen</name> <description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description> <!-- IDs of the objects the room contains --> <objects> <object>Cupboards</object> <object>Knife</object> <object>Batteries</object> </objects> </room> <room> <name>Garden</name> <description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description> <objects> </objects> </room> <room> <name>Woods</name> <description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description> <objects> <object>Trees01</object> </objects> </room> </rooms> <doors> <!-- a door isn't necessarily a door. each door has a type, i.e. "There is a <type> leading to..." from and to are references the rooms that this door joins. direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to> --> <door> <type>door</type> <direction>N</direction> <from>Kitchen</from> <to>Garden</to> </door> <door> <type>path</type> <direction>N</direction> <from>Garden</type> <to>Woods</type> </door> </doors> <variables> <!-- variables set by actions --> <variable name="cupboard_open">0</variable> </variables> <objects> <!-- definitions for objects --> <object> <name>Trees01</name> <displayName>Trees</displayName> <actions> <!-- any actions not defined will show the default failure message --> <action> <command>EXAMINE</command> <message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message> </action> </actions> </object> <object> <name>Cupboards</name> <displayName>Cupboards</displayName> <actions> <action> <!-- requirements make the command only work when they are met --> <requirements> <!-- equivilent of "if(cupboard_open == 1)" --> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>EXAMINE</command> <!-- fail message is the message displayed when the requirements aren't met --> <failMessage>The cupboard is closed.</failMessage> <message>The cupboard contains some batteires.</message> </action> <action> <requirements> <require operation="equal" value="0">cupboard_open</require> </requirements> <command>OPEN</command> <failMessage>The cupboard is already open.</failMessage> <message>You open the cupboard. It contains some batteries.</message> <!-- assigns is a list of operations performed on variables when the action succeeds --> <assigns> <assign operation="set" value="1">cupboard_open</assign> </assigns> </action> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>CLOSE</command> <failMessage>The cupboard is already closed.</failMessage> <message>You closed the cupboard./message> <assigns> <assign operation="set" value="0">cupboard_open</assign> </assigns> </action> </actions> </object> <object> <name>Batteries</name> <displayName>Batteries</displayName> <!-- by setting inventory to non-zero, we can put it in our bag --> <inventory>1</inventory> <actions> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>GET</command> <!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message --> <message>You picked up the batteries.</message> </action> </actions> </object> </objects> </level> Obviously there'd need to be more to it than this. Interaction with people and enemies as well as death and completion are necessary additions. Since the XML is quite difficult to work with, I'd probably create some sort of world editor. I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it.

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  • Why aren't tangent space normal maps completely blue?

    - by seahorse
    Why aren't normal maps just blue? I would think that normal maps should be predominantly blue in color because the Z component of the normal is represented by blue. Normals point out of the surface in the Z direction so we should see blue as the predominant colour since the Z component is dominant. By definition tangent space is perpendicular to the surface. At any point we should have the normal always pointing in the Z (blue direction) with no X (red direction) or Y (green direction). Thus the normal map (since it is a "normal map") should have the colour of the normals which is just blue (R = x = 0, G = y = 0, B = z = 1) with no shades in between. But normal maps are not so, and they have gradients of shades in them. Why is this so?

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  • Unity: Assigning a key to perform an action in the inspector

    - by Marc Pilgaard
    I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } }

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  • Making XNA Play Nice With 3DS Max, Boundiing Spheres

    - by Jason R. Mick
    I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version). Been getting some odd results: http://www.picvalley.net/u/2930/2265240220441812321333990933PAStFeSONWQslOrMQC5q.PNG Looks like the culling is screwed up. Note, that models I make in Milkshape don't seem to be having these problems. I've also tried to export an FBX file from 3DS Max 2010 and have been getting similar results. What are your suggestions in terms of exporting *.3DS models to a workable XNA form? What tools do you use?. To be clear, the model in question has none of these defects when viewed from similar angles in 3DS Max 2010. http://www.picvalley.net/u/2563/151728957814855401111333991302mSvEJ03Zv22GwHFgIhiV.PNG Any ideas on this oddity would also be appreciated! Edit 1 -- Add'l issue Forgot to mention, that the model otherwise seems alright, but that rotation seems to double -- in other words, when I scroll my camera view left to right, the model (whose draw I give the camera for the view and perspective matrices w/ BasicEffect seems to rotate twice as much as models I draw natively in XNA

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • Android-Libgdx-ProGuard: Usefulness without DexGuard? [on hold]

    - by Rico Pablo Mince
    So I'm developing a game for Android - using LibGDX - and noticed that the Android SDK (HDK, MDK, WhatTheHellEvarDK) has ProGuard built-in. Browsing the ProGuard page is like searching Google: you get that the idea is to sell some product (in this case, it's DexGuard). That leaves me wondering what features are left out of ProGuard that a game developer targeting Android should worry about. For instance, the ProGuard FAQs answer the question: "Does ProGuard encrypt string constants?" by saying: "No. String encryption in program code has to be perfectly reversible by definition, so it only improves the obfuscation level. It increases the footprint of the code. However, by popular demand, ProGuard's closed-source sibling for Android, DexGuard, does provide string encryption, along with more protection techniques against static and dynamic analysis." Alright. OK. But isn't "...improves the obfuscation level" EXACTLY what ProGuard is supposed to do? Are there better options that can be implemented at build-time in Eclipse using the Gradle options and Libgdx? In particular, the assets folder and res-specific folders will need some protection. The code itself doesn't cure cancer, but I'd prefer if nobody could copy/paste it with different game art and call it "IhAxEdUrGamE"....

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } else if (uLightType == 2) { // Omni-directional light type shadowDepth = unpack(textureCube(uDepthCubemapSampler, -lightVec)); } In the case when uLightType equals 1, unless I comment out the content of the second if block, it assigns an another value to shadowDepth. Also while uLightType equals 1, when I remove the second 'if' block and change == to != like in the sample code below, nothing happens (which means that uLightType really equals 1). if (uLightType != 1) { // Spotlight light type vec3 depthTextureCoord = vDepthPosition.xyz / vDepthPosition.w; shadowDepth = unpack(texture2D(uDepthMapSampler, depthTextureCoord.xy)); } Also, when I manually create an int variable (which is not an uniform) like this: var lightType = 1; and replace uLightType with it in the if-else branch, everything works fine, so I guess it have something to do with the fact that uLightType is the uniform.

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

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

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • Making a 2D game with responsive resolution

    - by alexandervrs
    I am making a 2D game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD PNG sprites/backgrounds which are a power of 2, so they scale nicely. No vectors. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • LWJGL Determining whether or not a polygon is on-screen.

    - by Brandon oubiub
    Not sure whether this is an LWJGL or math question. I want to check whether a shape is on-screen, so that I don't have to render it if it isn't. First of all, is there any simple way to do this that I am overlooking? Like some method or something that I haven't found? I'm going to assume there isn't. I tried using my trigonometry skills, but it is hard to do this because of how glRotate also distorts the image a little for perspective and realism. Or, is there any way to easily determine if a ray starting from the camera, and going outward in a straight line intersects a shape? (I can probably do it with my math skillz, but is there an easier way?) By the way, I can easily determine the angle at which the camera is facing around the x and y axis. EDIT: Or, possibly, I could get the angles of a vector from the camera to the object, and compare those angles to my camera angles. But I have a feeling that the distorts from glRotate and glTranslate would be an issue. I'll try it though.

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Car Modelling for race game

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

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • 2D Planet Gravity

    - by baked
    I'm trying to make a simple game where a spaceship is launched and then its path is effected by the gravity of planets. Similar to this game: http://sciencenetlinks.com/interactives/gravity.html I wish to know how to replicate the effect the planets have on the spaceship in this game so a spaceship can 'loop' around a planet to change direction. I have managed to achieve some bogus results where the spaceship loops in a huge ellipse around the planet or is only slightly affected by the gravity of a planet using Vectors. Thanks in advance. p.s I have plenty of coding experience just none to do with game dev.

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  • Is there any existing (old) game that released graphic as free or open source?

    - by Alexey Petrushin
    I'd like to (re)create an online version (html5/JS) of some old game, for example something like HoM&M 2. Maybe, some of old games were released as free or open source (I'm interested in the graphical assets only)? I heard something about Red Alert been released as free, but I'm not sure if it's permitted to reuse graphical assets in such manner. Do You know such games? Another question - can You please share Your thoughts, rough estimate - how much it will cost to pay an artist to create graphics similar to HoM&M 2?

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