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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • python 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 y increments by one at every loop 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 y 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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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

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  • Is knowledge of hacking mechanisms required for an MMO?

    - by Gabe
    Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my job would be the networking portion. I'm not that familiar with network programming (I've read a very basic book on PHP, MYSQL and I messed around a bit with WAMP). In the course of my studying of PHP and MYSQL, should I look into hacking? Hacking as in port scanning, router hacking, etc. In MMOs people are always trying to cheat, bots and such, but the worst scenario would be having someone hack the databases. This is just my conception of this, I really don't know. I do however understand networking fairly well, like subnetting/ports/IP's (local/global)/etc. In your professional opinion, (If you understand the topic, enlighten me) Should I learn about these things in order to counter the possibility of this happening? Also, out of the things I mentioned (port scanning, router hacking) Is there anything else that pertains to hacking that I should look into? I'm not too familiar with the malicious/Security aspects of Networking. And a note: I'm not some kid trying to learn how to hack. I just want to learn as much as possible before I go to college, and I really need to know if I need to study this or not.

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

    - by rFactor
    Hi, I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (within the game assembly's Renderer.cs class): this.terrain = this.game.Content.Load<Model>("heightmap"); There is a heightmap.bmp and I don't think there's anything wrong with it, because I used it in a previous version which I switched to this new better system. So, I have a GeneratedGeometryPipeline assembly that has these classes: HeightMapInfoContent, HeightMapInfoWriter, TerrainProcessor. The GeneratedGeometryPipeline assembly does not reference any other assemblies under the solution. Then I have the game assembly that neither references any other solution assemblies and has these classes: HeightMapInfo, HeightMapInfoReader. All game assembly classes are under namespace BB and the GeneratedGeometryPipeline classes are under the namespace GeneratedGeometryPipeline. I do not understand why it does not find it. Here's some code from the GeneratedGeometryPipeline.HeightMapInfoWriter: /// <summary> /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the /// writer writes, the reader should read. /// </summary> [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent> { protected override void Write(ContentWriter output, HeightMapInfoContent value) { output.Write(value.TerrainScale); output.Write(value.Height.GetLength(0)); output.Write(value.Height.GetLength(1)); foreach (float height in value.Height) { output.Write(height); } foreach (Vector3 normal in value.Normals) { output.Write(normal); } } /// <summary> /// Tells the content pipeline what CLR type the /// data will be loaded into at runtime. /// </summary> public override string GetRuntimeType(TargetPlatform targetPlatform) { return "BB.HeightMapInfo, BB, Version=1.0.0.0, Culture=neutral"; } /// <summary> /// Tells the content pipeline what worker type /// will be used to load the data. /// </summary> public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral"; } } Can someone help me out?

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  • DirectWrite Producing Strange Artifacts?

    - by smoth190
    I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using DirectWrite I'm getting strange problems with my text. As you can see, the e is a little screwwed up, and it overall looks a little bumpy. This only happens with certain fonts in certain sizes, and with certain arrangements of letters. This particular example is Verdana in size 16.0 font. Can I fix this? It's pretty annoying to change all my words and fonts because of this problem.

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  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

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  • Avoid if statements in DirectX 10 shaders?

    - by PolGraphic
    I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a problem in DirectX 10? Somebody told me, that in it only the right branch will be execute. For the illustration I have the code: float y1 = 5; float y2 = 6; float b1 = 2; float b2 = 3; if(x>0.5){ x = 10 * y1 + b1; }else{ x = 10 * y2 + b2; } Is there an other way to make it faster? If so, how do it? Both branches looks similar, the only difference is the values of "constants" (y1, y2, b1, b2 are the same for all pixels in Pixel Shader).

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • Can somebody guide me asto how I can make a game for playing cards [closed]

    - by user2558
    In college me and my friends use to play cards all the time. I want to make a game for that. It's quite similar to hearts, a kind of modified hearts which we made up. I want to make a multiplayer game which could be played over the internet. Plus there should also be an option for computer to play if less players availiable at the time. I don't want to make a exe. I want to play in browser. How should I go about it.

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  • Trying to setup first DirectX project (don't understand the error) [on hold]

    - by user1157885
    I've just started learning DirectX with the book "3D Game Programming with DirectX". I just finished setting up all the paths and adding the code to the project which I think I did correctly, but I get this massive error which I don't really understand and is hard to google. Could someone tell me what it means and how to fix it? Error 1 error TRK0002: Failed to execute command: ""C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x64\fxc.exe" /nologo /Emain /Fo "C:\Desktop\DirectX 11 Projects\box\Win32Project2\Debug\color.cso" /Od /Zi "....\Book Files\3DGameProg\DVD\Code\Chapter 6 Drawing in Direct3D\Box\FX\color.fx"". The handle is invalid.

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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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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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