Search Results

Search found 21563 results on 863 pages for 'game testing'.

Page 425/863 | < Previous Page | 421 422 423 424 425 426 427 428 429 430 431 432  | Next Page >

  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

    Read the article

  • How to deal with animated doors in isometric tiles

    - by George Profenza
    I've got a tricky issue I'm not sure how to tackle best: I have an animated tile of a door. When it's closed it should be sorted one way, but when it's openend it will need to be sorted a different way, as it belonging to a different(neighbouring tile). Here's the door closed: and the door opened: I imagine it would be possible to override the sorting system for such tiles and adjust the sorting based on the frame, but it feels a bit hacky. Has anyone encountered a similar scenario ? Any elegant solutions ?

    Read the article

  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

    Read the article

  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

    Read the article

  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

    Read the article

  • This for array colllision function doesn't work with anything but first object in array

    - by Zee Bashew
    For some reason, this simple simple loop is totally broken. (characterSheet is my character Class, it's just a movieClip with some extra functionality) (hitBox, is basically a square movieclip) Anyway: every time hitBox make contact with a characterSheet in a different order than they were created: Nothing happens. The program only seems to be listening to collisions that are made with o2[0]. As soon as another hitBox is created, it pushes the last one out of o2[0] and the last one becomes totally useless. What's super weird is that I can hit characterSheets in any order I like.... public function collisions(o1:Array, o2:Array) { if((o1.lenght>=0)&&(o2.length>=0)){ for (var i = 0; i < o1.length; i++) { var ob1 = o1[i]; for (var f = 0; f < o1.length; f++) { var ob2 = o2[f]; if (ob1 is characterSheet) { if (ob2.hitTestObject(ob1)) { var right:Boolean = true; if (ob1.x < hitBox(ob2).origin.x) right = false; characterSheet(ob1).specialDamage(hitBox(ob2).damageType, hitBox(ob2).damage, right); }}}}}} Also it might be somewhat helpful to see the function for creating a new hitBox public function SpawnHitBox(targeted, following, atype, xoff, yoff, ... args) { var newHitBox = new hitBox(targeted, following, atype, xoff, yoff, args); badCollisionObjects.push(newHitBox); arraydictionary[newHitBox] = badCollisionObjects; addChild(newHitBox); }

    Read the article

  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

    Read the article

  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

    Read the article

  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

    Read the article

  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

    Read the article

  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

    Read the article

  • How does Minecraft render its sunset and sky?

    - by Nick
    In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and light depending on the time of the day), one for the sun and moon, and one for the orange horizon effect? I was hoping someone could enlighten me... I wish I could enter wireframe or something like that but as far as I know that is not possible.

    Read the article

  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

    Read the article

  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

    Read the article

  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

    Read the article

  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

    Read the article

  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

    Read the article

  • Hashing 3D position into 2D position

    - by notabene
    I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D position to 2D have to produce absolutely different numbers for a little changes (especialy because i am sampling in texture space so sample values differs very very little) and have to be "shader-wise" - so forget about branches, cycles etc. I'm looking forward for yours nice and fast solutions.

    Read the article

  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

    Read the article

  • Understanding IDAT chunk of PNG file format

    - by DRapp
    From the sample image below, I have a border in yellow just for display purposes only. The actual .png file is a simple black/white image 3 pixels by 3 pixels. I was originally thinking to try as a 2x2, but that would not help trying to interpret low/hi vs hi/low drawing stream. At least this way, I would have two black, one white from the top, or one white, two black from the bottom.. So I read the chunks of data, get to the IDAT chunk, decode that (zlib) and come up with 12 bytes as follows 00 20 00 40 00 80 So, my question, how does the above get broken down into the 3x3 black and white sample... Also, it is saved in palette format and properly recognizes the bit depth of 1 and color palette of 2... color pallet[0] is RGBA all zeros. Palette1 has RGBA of 255, 255, 255, 0 I'll eventually get into the multiple other depth formats later, just wanted to start with what would expect to be the easiest. Part II. Any guidance on handling the other depth formats would help if anything special to be considered especially regarding alpha channel (which I am already looking for in the palette) that might trip me up.

    Read the article

  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

    Read the article

  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

    Read the article

  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

    Read the article

  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the moment I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement (not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated.

    Read the article

  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

    Read the article

< Previous Page | 421 422 423 424 425 426 427 428 429 430 431 432  | Next Page >