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  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

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  • Database Consolidation onto Private Clouds - updated for Oracle Database 12c

    - by B R Clouse
    One of our team's most popular white papers has been expanded and updated to discuss Oracle Database 12c.  Now available on our OTN page, the new version of Database Consolidation onto Private Clouds covers best practices for consolidation with pluggable databases that the new mulitenant architecture provides, and expanded information on the database and schema consolidation options.  These are the consolidation models the paper evaluates:   server  database  schema pluggable databases  Key considerations for consolidating workloads which the paper explores: Choosing a consolidation model How PDBs solve the IT complexity problem Isolation in consolidated environments Cloud pool design Complementary workloads Enterprise Manager 12c for consolidation planning and operations Many more white papers have been updated or are new for Oracle Database 12c. We'll continue to highlight those which tie directory to your journey to enterprise cloud.

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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  • Finding the contact point with SAT

    - by Kai
    The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector that separates the objects along the vector that the penetrating object is moving (i.e. the contact point). I drew a picture to help clarify. There is one box, moving from the before to the after position. In its after position, it intersects the grey polygon. SAT can easily return the MTV, which is the red vector. I am looking to calculate the blue vector. My current solution performs a binary search between the before and after positions until the length of the blue vector is known to a certain threshold. It works but it's a very expensive calculation since the collision between shapes needs to be recalculated every loop. Is there a simpler and/or more efficient way to find the contact point vector?

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  • OpenWorld 2013 Presentation Links

    - by Darin Pendergraft
    We have had a lot of requests for OpenWorld 2013 presentations that were delivered by the IDM team this year in San Francisco.  To make things easier, I have uploaded all of the presentations to SlideShare.  Here is a list of available presentations: ID Title CON8808 Enabling Business Growth in the new Economy CON8810 Who Should have Access to What CON8811 Converged Identity Governance for Speeding Up Business and Reducing Cost CON8813 Securing Privileged Accounts with an integrated IDM Solution CON8817 API Management - Enable your Infrastructure for Secure Mobile and Cloud Use CON8819 Context and Risk Aware Access Control Any Device AnyWhere CON8823 Access management for the Internet of Things CON8828 Justifying and Planning a Successful Identity Management Upgrade CON8833 Access at Scale for Hundreds of Millions of Users CON8834 Bring Your Own Identity CON8836 Leveraging the Cloud to Simplify Your Identity Management Implementation CON8837 Leverage Authorization to Monetize Content and Media Subscriptions CON8896 Securely Enabling Mobile Access for Business Transformation CON8902 Developing Secure Mobile Applications CON9024 Next-Generation Optimized Directory - Oracle Unified Directory CON9573 Managing the OIM platform with Oracle Enterprise Manager

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  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

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  • Transform between two 3d cartesian coordinate systems

    - by Pris
    I'd like to know how to get the rotation matrix for the transformation from one cartesian coordinate system (X,Y,Z) to another one (X',Y',Z'). Both systems are defined with three orthogonal vectors as one would expect. No scaling or translation occurs. I'm using OpenSceneGraph and it offers a Matrix convenience class, if it makes finding the matrix easier: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00403.html.

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • How to attach a sprite to a TMXTiledMap at a particular coordinate, in AndEngine?

    - by shailenTJ
    I am trying to add a sprite at a "grid" location on the tiled map. The TMX tiled Map is like a grid, and you can access the size of the grid by calling mTMXtiledMap.getTileRows() and mTMXtiledMap.getTileColumns(). I want to add an object at grid location, say (2, 5). My tileMap is of size (10,10). How can I do that? There is no function like mTMXTiledMap.addChild(int x, int y, Entity mEntity). I would appreciate any suggestions!

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • Resources for game networking in Java

    - by pudelhund
    I am currently working on a Java multiplayer game. The game itself (single player) already works perfectly fine and so does the chat. The only thing that is really missing is the multiplayer part. Sadly I am absolutely clueless on where to start with that. I roughly know that I will have to work with packages, and I also know many things about streaming etc (chat is already working). Oh and it should - according to this article - be a UDP server. My problem is that I can't find any resources on how to do this. A tutorial (book or website) would be perfect, alternatively a good example of an open source client/server (in Java of course) would be fine as well. If you feel like doing something helpful I'd also really appreciate someone "privately" teaching me via email or some chat program :) Thank you!

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  • Facilitating XNA game deployments for non programmers

    - by Sal
    I'm currently working on an RPG, using the RPG starter kit from XNA as a base. (http://xbox.create.msdn.com/en-US/education/catalog/sample/roleplaying_game) I'm working with a small team (two designers and one music/sound artist), but I'm the only programmer. Currently, we're working with the following (unsustainable) system: the team creates new pics/sounds to add to the game, or they modify existing sounds/pics, then they commit their work to a repository, where we keep a current build of everything. (Code, images, sound, etc.) Every day or so, I create a new installer, reflecting the new images, code changes, and sound, and everyone installs it. My issue is this: I want to create a system where the rest of the team can replace the combat sounds, for instance, and they can immediately see the changes, without having to wait for me to build. The way XNA's setup, if I publish, it encodes all of the image and sound files, so the team can't "hot swap." I can set up Microsoft VS on everyone's machine and show them how to quickly publish, but I wanted to know if there was a simpler way of doing this. Has anyone come up against this when working with teams using XNA?

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • Programmer friendly non-voxel art styles?

    - by Overv
    Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models on 3D sites. That means I'll have to pick an art style that is "simple", programmer friendly. An extreme example of this is of course Minecraft, but I don't want to go that basic. I'm absolutely against creating a voxel game. What kind of art styles are out there that are relatively simple, i.e. things made out of basic shapes and textures, but are still good enough to form a believable and detailed world? An example of what I mean is wind waker. The objects are formed of relatively simples shapes, but still provide enough detail to create a nice, living world. The environment my game is set in is a city environment. What I'm really asking for here are good examples of "simple" art styles applied in practice, so I can choose one that fits my skills.

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • Rotate sprite to face 3D camera

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. shaders->setUniform("camera", gCamera.matrix()); glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(5e5, 5e5, 5e5)); glm::vec3 look = gCamera.position(); glm::vec3 right = glm::cross(gCamera.up(), look); glm::vec3 up = glm::cross(look, right); glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), up) * scale; shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I rotate the camera around it, it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. What am I doing wrong?

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  • Traffic estimation for a multiplayer flash game

    - by Steve Addington
    hey, i want to know if my rough traffic estimations are right, it would be for a pretty simple realtime flashgame in the style of haxball (but not as a soccer game) heres a video of it http://www.youtube.com/watch?v=z_xBdFg1RcI So here comes my estimation, i dont know if they are realistic! i hope someone can help me. consider the packet attached as a typical one sent every 200ms, its 148bytes + 64 bytes of header will make around a 200bytes packet. The server will receive 200bytes x 6 players x 5 times a sec=6000bytes/s=5.85Kbytes/s=46.9kbit/s plus he has to send all back to the players, so at this point are 94Kbit/s.The server received all the information, perform the definitive calculation and send the new position to all players, in a bigger packet of around 900bytes that have to be delivered to the others 6, which makes 900bytes x 6 players x 5 times a sec=27000bytes/s=26Kbytes/s=210kbit/s. overall that would be 26kbyte per second. thats like 130mb traffic per hour for a 6player room. but somehow i think the numbers are too high? that would be really much traffic for such a simple game. did i calculate something wrong?

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • SFML programs fails to debug with glslDevil

    - by Zhen
    I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step: W! Program Start | glXGetConfig(0x86a50b0, 0x86acef8, 4, 0xbf8228c4) | glXGetConfig(0x86a50b0, 0x86acef8, 5, 0xbf8228c8) | glXGetConfig(0x86a50b0, 0x86acef8, 8, 0xbf8228cc) | glXGetConfig(0x86a50b0, 0x86acef8, 9, 0xbf8228d0) | glXGetConfig(0x86a50b0, 0x86acef8, 10, 0xbf8228d4) | glXGetConfig(0x86a50b0, 0x86acef8, 11, 0xbf8228d8) | glXGetConfig(0x86a50b0, 0x86acef8, 12, 0xbf8228dc) | glXGetConfig(0x86a50b0, 0x86acef8, 13, 0xbf8228e0) | glXGetConfig(0x86a50b0, 0x86acef8, 100000, 0xbf8228e4) | glXGetConfig(0x86a50b0, 0x86acef8, 100001, 0xbf8228e8) | glXCreateContext(0x86a50b0, 0x86acef8, (nil), 1) E! Child process exited W! Program termination forced! And the code that fails: #include <SFML/Graphics.hpp> #define GL_GLEXT_PROTOTYPES 1 #define GL3_PROTOTYPES 1 #include <GL/gl.h> #include <GL/glu.h> #include <GL/glext.h> int main(){ sf::RenderWindow window{ sf::VideoMode(800, 600), "Test SFML+GL" }; bool running = true; while( running ){ sf::Event event; while( window.pollEvent(event) ){ if( event.type == sf::Event::Closed ){ running = false; }else if(event.type == sf::Event::Resized){ glViewport(0, 0, event.size.width, event.size.height); } } window.display(); } return 0; } Is It posible to solve this problem? or get around the problem to continue the gslsDevil use?.

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  • Cocos2dx- Draw primitives(polygons) on Update

    - by Haider
    In my game I'm trying to draw polygons on on each step i.e. update method. I call draw() method to draw new polygon with dynamic vertices. Following is my code: void HelloWorld::draw(){glLineWidth(1);CCPoint filledVertices[] = {ccp(drawX1,drawY1),ccp(drawX2,drawY2), ccp(drawX3,drawY3), ccp(drawX4,drawY4)};ccDrawSolidPoly( filledVertices, 4, ccc4f(0.5f, 0.5f, 1, 1 ));} I call the draw() method from the update(float dt) method. The engine is behaving inconsistently i.e. sometimes it displays the polygons and on other occasions it does not. Is it the right approach to do such a task? If not what is the best way to display large number of primitives?

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