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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • How do I dynamically reload content files?

    - by Kikaimaru
    Is there a relatively simple way to dynamically reload content files, such as effect files? I know I can do the following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load all content And use double references to reference content files. The problem is with step 3 (and step 2 isn't that nice either). I need to unload everything because if I have model Hero.x which references Model.fx effect, and I change the Model.fx file, I need to reload the Hero.x file which will then call LoadExternalReference on Model.fx. Has someone managed to make this work without rewriting the whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • Handling window resize with arbitrary aspect ratios

    - by DormoTheNord
    I'm currently making a 2D game using SFML. I want the aspect ratio to be maintained when the user resizes the window. I also want the game to work with any arbitrary aspect ratio (like any media player would). Here is the code I have so far: void os::GameEngine::setCameraViewport() { sf::FloatRect tempViewport; float viewAspectRatio = (float)aspectRatio.x / aspectRatio.y; float screenAspectRatio = (float)gameWindow.getSize().x / gameWindow.getSize().y; if (viewAspectRatio > screenAspectRatio) { // Viewport is wider than screen, fit on X } else if (viewAspectRatio < screenAspectRatio) { // Screen is wider than viewport, fit on Y } else // window aspect ratio matches view aspect ratio { tempViewport.height = 1; tempViewport.width = 1; tempViewport.left = 0; tempViewport.top = 0; } viewport = tempViewport; camera.setViewport(viewport); gameWindow.setView(camera); } The problem is I'm having trouble with the logic to determine the properties of the viewport.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Facebook Game database design

    - by facebook-100000781341887
    Hi, I'm currently develop a facebook mafia like PHP game(of course, a light weight version), here is a simplify database(MySQL) of the game id-a <int3> <for index> uid <chr15> <facebook uid> HP <int3> <health point> exp <int3> <experience> money <int3> <money> list_inventory <chr5> <the inventory user hold...some special here, talk next> ... and 20 other fields just like reputation, num of combat... *the number next to the type is the size(byte) of the type For the list_inventory, there have 40 inventorys in my game, (actually, I have 5 these kind of list in my database), and each user can only contain 1 qty of each inventory, therefore, I assign 5 char for this field and each bit of char as 1 item(5 char * 8 bit = 40 slot), and I will do some manipulation by PHP to extract the data from this 5 byte. OK, I was thinking on this, if this game contains 100,000 user, and only 10% are active, therefore, if use my method, for the space use, 5 byte * 100,000 = 500 KB if I use another method, create a table user_hold_inventory, if the user have the inventory, then insert a record into this table, so, for 10,000 active user, I assume they got all item, but for other, I assume they got no item, here is the fields of the new table id-b <int3> <for index> id-a <int3> <id of the user table> inv_no <int1> <inventory that user hold> for the space use, ([id] (3+3) byte + [inv_no] 1 byte ) * [active user] 10,000 * [all inventory] * 40 = 2.8 MB seems method 2 have use more space, but it consume less CPU power. Please comment these 2 method or please correct me if there have another better method rather than what I think. Another question is, my database contain 26 fields, but I counted 5 of them are not change frquently, should I need to separate it on the other table or not? So many words, thanks for reading :)

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Drawing lots of tiles with OpenGL, the modern way

    - by Nic
    I'm working on a small tile/sprite-based PC game with a team of people, and we're running into performance issues. The last time I used OpenGL was around 2004, so I've been teaching myself how to use the core profile, and I'm finding myself a little confused. I need to draw in the neighborhood of 250-750 48x48 tiles to the screen every frame, as well as maybe around 50 sprites. The tiles only change when a new level is loaded, and the sprites are changing all the time. Some of the tiles are made up of four 24x24 pieces, and most (but not all) of the sprites are the same size as the tiles. A lot of the tiles and sprites use alpha blending. Right now I'm doing all of this in immediate mode, which I know is a bad idea. All the same, when one of our team members tries to run it, he gets very bad frame rates (~20-30 fps), and it's much worse when there are more tiles, especially when a lot of those tiles are the kind that are cut into pieces. This all makes me think that the problem is the number of draw calls being made. I've thought of a few possible solutions to this, but I wanted to run them by some people who know what they're talking about so I don't waste my time on something stupid: TILES: When a level is loaded, draw all the tiles once into a frame buffer attached to a big honking texture, and just draw a big rectangle with that texture on it every frame. Put all the tiles into a static vertex buffer when the level is loaded, and draw them that way. I don't know if there's a way to draw objects with different textures with a single call to glDrawElements, or if this is even something I'd want to do. Maybe just put all the tiles into a big giant texture and use funny texture coordinates in the VBO? SPRITES: Draw each sprite with a separate call to glDrawElements. Use a dynamic VBO somehow. Same texture question as number 2 above. Point sprites? This is probably silly. Are any of these ideas sensible? Is there a good implementation somewhere I could look over?

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  • Love2D engine for Lua; What about 3D?

    - by shadowprotocol
    Lua has been really awesome to learn, it's so simple. I really enjoy scripting languages, and I had an equally enjoyable time learning Python. The Love engine, http://love2d.org/, is really awesome, but I'm looking for something that can handle 3D as well. Is there anything that accommodates 3D in Lua? I'm still intrigued by the particle system of LOVE anyway and may just turn my idea into a 2D project with Particle lighting :) EDIT: I removed comments about Python - I want this to be a Lua topic. Thanks

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  • In a browser, is it best to use one huge spritesheet or many (10000) different PNG's?

    - by Nick
    I'm creating a game in jQuery, where I use about 10000 32x32 tiles. Until now, I have been using them all separately (no sprite sheet). An average map uses about 2000 tiles (sometimes re-used PNG's but all separate divs) and the performance ranges from stable (Chrome) to a bit laggy (Firefox). Each of these divs are positioned absolutely using CSS. They do not need to be updated every tick, just when a new map is loaded. Would it be better for performance to use spritesheet methods for the divs using CSS background-positioning, like gameQuery does? Thank you in advance!

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  • Who should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • Changing balls direction in Pong

    - by hustlerinc
    I'm making a Pong game to get started with game-developement but I've run into a problem that i can't figure out. When trying to change the balls direction it doesn't change. This is the relevant code: function moveBall(){ this.speed = 2.5; this.direction = 2; if(this.direction == 1){ ball.X +=this.speed; } else if(this.direction == 2){ ball.X -=this.speed; } } function collision(){ if(ball.X == 500){ moveBall.direction = 2; } if(ball.X == 300){ moveBall.direction = 1; } } Why doesn't it work? I've tried many different ways, and none of them seem to work. The moveBall.direction changes though, since it alerts the new direction once it reaches the defined ball.X position. If someone could help me I would deeply appreciate it. I've included a JSFiddle link. http://jsfiddle.net/hustlerinc/y4wp3/

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  • Generating grammatically correct MUD-style attack descriptions

    - by Extrakun
    I am currently working on a text based game, where the outcome of a combat round goes something like this %attacker% inflicts a serious wound (12 points damage) on %defender% Right now, I just swap %attacker% with the name of the attacker, and %defender% for the name of the defender. However, the description works, but don't read correctly. Since the game is just all text, I don't want to resort to generic descriptions (Such as "You use Attack on Goblin for 5 damage", which arguably solve the problem) How do I generate correct descriptions for cases where %attacker% refers to "You", the player? "You inflicts..." is wrong "Bees", or other plural? I need somehow to know I should prefix the name with a "The " If %attacker% is a generic noun, such as "Goblin", it will read weird as opposed to %attacker% being a name. Compare "Goblin inflicts..." vs. "Aldraic Swordbringer inflicts...." How does text-based games usually resolve such issues?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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  • Unable to use Maya animation with scripts when imported to Unity

    - by keshk
    I am testing to import Maya animation over to Unity. I set up a simple cylinder with 2 bones and an IK handle. Made a simple animation where the cylinder bends and goes back to straight position over 24 frames. Following that, I selected everything and baked, all bones,ik,(animation by selecting all at the graph editor) and even the cylinder. I saved the scene and then select all and export as FBX with animation and bake checked. In unity imported it and at the preview able to see the animation. When I load the model into scene and play (after assigning the controller), able to see animation too. But now when I try to script it and control the animation, nothing happens. Even to test, I tried the following under the Update method. if(animation.isPlaying) Debug.Log("Animation Works"); else Debug.Log("Animation not working"); The bool doesn't even return true nor false. My animation is called "bend", thus just for try I did the following and nothing happens. animation.Play("bend"); Can please advice based on my steps, am I missing something. Do I need to add the controller or is that an unnecessary step? Did I screw up on the Maya part or the Unity part. Thanks for help.

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