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  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

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  • How to create a 2D map?

    - by Kaizer
    I'm new to game development and I want to try it out, like many others amongst us :) I need to create a gridmap. The map needs to be divided in squares. Each square represents a location. For example: x:10 - y:10 The width and height of the square should be able to be set. And offcourse also the amount of squared. I will develop in MVC .NET Can someone show me the right direction ? kind regards PS: Some nice tutorial links are always welcome :)

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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • Port flash game to native android

    - by wirate
    Alright here is the problem: the creators of a quite popular flash-based game have asked me to port their game to Android. They are not interested in any other platforms so we don't need to be worrying about iOS or PC. They want the best performance on just Android (I guess that's the point of porting a flash-based game. They could have just went with it) They found Unity 'slow'. How would the performance (on android) of other engines compare? Are they expecting too much i.e. finding Unity slow? I am in favor of Unity since development is a little easier with more things being visual (I am not experienced as you might have guessed). This would be an example of the type of game I am to port Thanks!

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  • Android best source codes [on hold]

    - by lynndragon
    1) I would like to know best and simple android source code sites or forum for game development.. Especially, animation, graphics are needed.. 2) By the way, I'm now learning Adobe Air for Android ... Is it useful? I mean Adobe Air do not need to know programming knowledge..but it's simple.. Weakness of Adobe Air apps are that AdobeAir.apk must be installed...If not, they cannot run.. So,how is yours suggestions? Please answer me....Regards

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  • XMI format error loading project on argouml

    - by Tom Brito
    Have anyone experienced this (org.argouml.model.)XmiException opening a project lastest version of argouml? XMI format error : org.argouml.model.XmiException: XMI parsing error at line: 18: Cannot set a multi-value to a non-multivalued reference:namespace If this file was produced by a tool other than ArgoUML, please check to make sure that the file is in a supported format, including both UML and XMI versions. If you believe that the file is legal UML/XMI and should have loaded or if it was produced by any version of ArgoUML, please report the problem as a bug by going to http://argouml.tigris.org/project_bugs.html. System Info: ArgoUML version : 0.30 Java Version : 1.6.0_15 Java Vendor : Sun Microsystems Inc. Java Vendor URL : http://java.sun.com/ Java Home Directory : /usr/lib/jvm/java-6-sun-1.6.0.15/jre Java Classpath : /usr/lib/jvm/java-6-sun-1.6.0.15/jre/lib/deploy.jar Operation System : Linux, Version 2.6.31-20-generic Architecture : i386 User Name : wellington User Home Directory : /home/wellington Current Directory : /home/wellington JVM Total Memory : 34271232 JVM Free Memory : 10512336 Error occurred at : Thu Apr 01 11:21:10 BRT 2010 Cause : org.argouml.model.XmiException: XMI parsing error at line: 18: Cannot set a multi-value to a non-multivalued reference:namespace at org.argouml.model.mdr.XmiReaderImpl.parse(XmiReaderImpl.java:307) at org.argouml.persistence.ModelMemberFilePersister.readModels(ModelMemberFilePersister.java:273) at org.argouml.persistence.XmiFilePersister.doLoad(XmiFilePersister.java:261) at org.argouml.ui.ProjectBrowser.loadProject(ProjectBrowser.java:1597) at org.argouml.ui.LoadSwingWorker.construct(LoadSwingWorker.java:89) at org.argouml.ui.SwingWorker.doConstruct(SwingWorker.java:153) at org.argouml.ui.SwingWorker$2.run(SwingWorker.java:281) at java.lang.Thread.run(Thread.java:619) Caused by: org.netbeans.lib.jmi.util.DebugException: Cannot set a multi-value to a non-multivalued reference:namespace at org.netbeans.lib.jmi.xmi.XmiSAXReader.startElement(XmiSAXReader.java:232) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1359) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at javax.xml.parsers.SAXParser.parse(SAXParser.java:395) at org.netbeans.lib.jmi.xmi.XmiSAXReader.read(XmiSAXReader.java:136) at org.netbeans.lib.jmi.xmi.XmiSAXReader.read(XmiSAXReader.java:98) at org.netbeans.lib.jmi.xmi.SAXReader.read(SAXReader.java:56) at org.argouml.model.mdr.XmiReaderImpl.parse(XmiReaderImpl.java:233) ... 7 more Caused by: org.netbeans.lib.jmi.util.DebugException: Cannot set a multi-value to a non-multivalued reference:namespace at org.netbeans.lib.jmi.xmi.XmiElement$Instance.setReferenceValues(XmiElement.java:699) at org.netbeans.lib.jmi.xmi.XmiElement$Instance.resolveAttributeValue(XmiElement.java:772) at org.netbeans.lib.jmi.xmi.XmiElement$Instance. (XmiElement.java:496) at org.netbeans.lib.jmi.xmi.XmiContext.resolveInstanceOrReference(XmiContext.java:688) at org.netbeans.lib.jmi.xmi.XmiElement$ObjectValues.startSubElement(XmiElement.java:1460) at org.netbeans.lib.jmi.xmi.XmiSAXReader.startElement(XmiSAXReader.java:219) ... 22 more ------- Full exception : org.argouml.persistence.XmiFormatException: org.argouml.model.XmiException: XMI parsing error at line: 18: Cannot set a multi-value to a non-multivalued reference:namespace at org.argouml.persistence.ModelMemberFilePersister.readModels(ModelMemberFilePersister.java:298) at org.argouml.persistence.XmiFilePersister.doLoad(XmiFilePersister.java:261) at org.argouml.ui.ProjectBrowser.loadProject(ProjectBrowser.java:1597) at org.argouml.ui.LoadSwingWorker.construct(LoadSwingWorker.java:89) at org.argouml.ui.SwingWorker.doConstruct(SwingWorker.java:153) at org.argouml.ui.SwingWorker$2.run(SwingWorker.java:281) at java.lang.Thread.run(Thread.java:619) Caused by: org.argouml.model.XmiException: XMI parsing error at line: 18: Cannot set a multi-value to a non-multivalued reference:namespace at org.argouml.model.mdr.XmiReaderImpl.parse(XmiReaderImpl.java:307) at org.argouml.persistence.ModelMemberFilePersister.readModels(ModelMemberFilePersister.java:273) ... 6 more Caused by: org.netbeans.lib.jmi.util.DebugException: Cannot set a multi-value to a non-multivalued reference:namespace at org.netbeans.lib.jmi.xmi.XmiSAXReader.startElement(XmiSAXReader.java:232) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.startElement(AbstractSAXParser.java:501) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanStartElement(XMLDocumentFragmentScannerImpl.java:1359) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl$FragmentContentDriver.next(XMLDocumentFragmentScannerImpl.java:2747) at com.sun.org.apache.xerces.internal.impl.XMLDocumentScannerImpl.next(XMLDocumentScannerImpl.java:648) at com.sun.org.apache.xerces.internal.impl.XMLDocumentFragmentScannerImpl.scanDocument(XMLDocumentFragmentScannerImpl.java:510) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:807) at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(XML11Configuration.java:737) at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.java:107) at com.sun.org.apache.xerces.internal.parsers.AbstractSAXParser.parse(AbstractSAXParser.java:1205) at com.sun.org.apache.xerces.internal.jaxp.SAXParserImpl$JAXPSAXParser.parse(SAXParserImpl.java:522) at javax.xml.parsers.SAXParser.parse(SAXParser.java:395) at org.netbeans.lib.jmi.xmi.XmiSAXReader.read(XmiSAXReader.java:136) at org.netbeans.lib.jmi.xmi.XmiSAXReader.read(XmiSAXReader.java:98) at org.netbeans.lib.jmi.xmi.SAXReader.read(SAXReader.java:56) at org.argouml.model.mdr.XmiReaderImpl.parse(XmiReaderImpl.java:233) ... 7 more Caused by: org.netbeans.lib.jmi.util.DebugException: Cannot set a multi-value to a non-multivalued reference:namespace at org.netbeans.lib.jmi.xmi.XmiElement$Instance.setReferenceValues(XmiElement.java:699) at org.netbeans.lib.jmi.xmi.XmiElement$Instance.resolveAttributeValue(XmiElement.java:772) at org.netbeans.lib.jmi.xmi.XmiElement$Instance. (XmiElement.java:496) at org.netbeans.lib.jmi.xmi.XmiContext.resolveInstanceOrReference(XmiContext.java:688) at org.netbeans.lib.jmi.xmi.XmiElement$ObjectValues.startSubElement(XmiElement.java:1460) at org.netbeans.lib.jmi.xmi.XmiSAXReader.startElement(XmiSAXReader.java:219) ... 22 more the original project was created on argo v0.28.1, and (as I remember) have only use case diagrams. and yes, I'll report at the specified argo website either.. :) But anyone know anything about this exception?

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  • What is the best way to provide an AutoMappingOverride for an interface in fluentnhibernate automapp

    - by Tom
    In my quest for a version-wide database filter for an application, I have written the following code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using FluentNHibernate.Automapping; using FluentNHibernate.Automapping.Alterations; using FluentNHibernate.Mapping; using MvcExtensions.Model; using NHibernate; namespace MvcExtensions.Services.Impl.FluentNHibernate { public interface IVersionAware { string Version { get; set; } } public class VersionFilter : FilterDefinition { const string FILTERNAME = "MyVersionFilter"; const string COLUMNNAME = "Version"; public VersionFilter() { this.WithName(FILTERNAME) .WithCondition("Version = :"+COLUMNNAME) .AddParameter(COLUMNNAME, NHibernateUtil.String ); } public static void EnableVersionFilter(ISession session,string version) { session.EnableFilter(FILTERNAME).SetParameter(COLUMNNAME, version); } public static void DisableVersionFilter(ISession session) { session.DisableFilter(FILTERNAME); } } public class VersionAwareOverride : IAutoMappingOverride<IVersionAware> { #region IAutoMappingOverride<IVersionAware> Members public void Override(AutoMapping<IVersionAware> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } } But, since overrides do not work on interfaces, I am looking for a way to implement this. Currently I'm using this (rather cumbersome) way for each class that implements the interface : public class SomeVersionedEntity : IModelId, IVersionAware { public virtual int Id { get; set; } public virtual string Version { get; set; } } public class SomeVersionedEntityOverride : IAutoMappingOverride<SomeVersionedEntity> { #region IAutoMappingOverride<SomeVersionedEntity> Members public void Override(AutoMapping<SomeVersionedEntity> mapping) { mapping.ApplyFilter<VersionFilter>(); } #endregion } I have been looking at IClassmap interfaces etc, but they do not seem to provide a way to access the ApplyFilter method, so I have not got a clue here... Since I am probably not the first one who has this problem, I am quite sure that it should be possible; I am just not quite sure how this works.. EDIT : I have gotten a bit closer to a generic solution: This is the way I tried to solve it : Using a generic class to implement alterations to classes implementing an interface : public abstract class AutomappingInterfaceAlteration<I> : IAutoMappingAlteration { public void Alter(AutoPersistenceModel model) { model.OverrideAll(map => { var recordType = map.GetType().GetGenericArguments().Single(); if (typeof(I).IsAssignableFrom(recordType)) { this.GetType().GetMethod("overrideStuff").MakeGenericMethod(recordType).Invoke(this, new object[] { model }); } }); } public void overrideStuff<T>(AutoPersistenceModel pm) where T : I { pm.Override<T>( a => Override(a)); } public abstract void Override<T>(AutoMapping<T> am) where T:I; } And a specific implementation : public class VersionAwareAlteration : AutomappingInterfaceAlteration<IVersionAware> { public override void Override<T>(AutoMapping<T> am) { am.Map(x => x.Version).Column("VersionTest"); am.ApplyFilter<VersionFilter>(); } } Unfortunately I get the following error now : [InvalidOperationException: Collection was modified; enumeration operation may not execute.] System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) +51 System.Collections.Generic.Enumerator.MoveNextRare() +7661017 System.Collections.Generic.Enumerator.MoveNext() +61 System.Linq.WhereListIterator`1.MoveNext() +156 FluentNHibernate.Utils.CollectionExtensions.Each(IEnumerable`1 enumerable, Action`1 each) +239 FluentNHibernate.Automapping.AutoMapper.ApplyOverrides(Type classType, IList`1 mappedProperties, ClassMappingBase mapping) +345 FluentNHibernate.Automapping.AutoMapper.MergeMap(Type classType, ClassMappingBase mapping, IList`1 mappedProperties) +43 FluentNHibernate.Automapping.AutoMapper.Map(Type classType, List`1 types) +566 FluentNHibernate.Automapping.AutoPersistenceModel.AddMapping(Type type) +85 FluentNHibernate.Automapping.AutoPersistenceModel.CompileMappings() +746 EDIT 2 : I managed to get a bit further; I now invoke "Override" using reflection for each class that implements the interface : public abstract class PersistenceOverride<I> { public void DoOverrides(AutoPersistenceModel model,IEnumerable<Type> Mytypes) { foreach(var t in Mytypes.Where(x=>typeof(I).IsAssignableFrom(x))) ManualOverride(t,model); } private void ManualOverride(Type recordType,AutoPersistenceModel model) { var t_amt = typeof(AutoMapping<>).MakeGenericType(recordType); var t_act = typeof(Action<>).MakeGenericType(t_amt); var m = typeof(PersistenceOverride<I>) .GetMethod("MyOverride") .MakeGenericMethod(recordType) .Invoke(this, null); model.GetType().GetMethod("Override").MakeGenericMethod(recordType).Invoke(model, new object[] { m }); } public abstract Action<AutoMapping<T>> MyOverride<T>() where T:I; } public class VersionAwareOverride : PersistenceOverride<IVersionAware> { public override Action<AutoMapping<T>> MyOverride<T>() { return am => { am.Map(x => x.Version).Column(VersionFilter.COLUMNNAME); am.ApplyFilter<VersionFilter>(); }; } } However, for one reason or another my generated hbm files do not contain any "filter" fields.... Maybe somebody could help me a bit further now ??

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  • Django app that can provide user friendly, multiple / mass file upload functionality to other apps

    - by hopla
    Hi, I'm going to be honest: this is a question I asked on the Django-Users mailinglist last week. Since I didn't get any replies there yet, I'm reposting it on Stack Overflow in the hope that it gets more attention here. I want to create an app that makes it easy to do user friendly, multiple / mass file upload in your own apps. With user friendly I mean upload like Gmail, Flickr, ... where the user can select multiple files at once in the browse file dialog. The files are then uploaded sequentially or in parallel and a nice overview of the selected files is shown on the page with a progress bar next to them. A 'Cancel' upload button is also a possible option. All that niceness is usually solved by using a Flash object. Complete solutions are out there for the client side, like: SWFUpload http://swfupload.org/ , FancyUpload http://digitarald.de/project/fancyupload/ , YUI 2 Uploader http://developer.yahoo.com/yui/uploader/ and probably many more. Ofcourse the trick is getting those solutions integrated in your project. Especially in a framework like Django, double so if you want it to be reusable. So, I have a few ideas, but I'm neither an expert on Django nor on Flash based upload solutions. I'll share my ideas here in the hope of getting some feedback from more knowledgeable and experienced people. (Or even just some 'I want this too!' replies :) ) You will notice that I make a few assumptions: this is to keep the (initial) scope of the application under control. These assumptions are of course debatable: All right, my idea's so far: If you want to mass upload multiple files, you are going to have a model to contain each file in. I.e. the model will contain one FileField or one ImageField. Models with multiple (but ofcourse finite) amount of FileFields/ ImageFields are not in need of easy mass uploading imho: if you have a model with 100 FileFields you are doing something wrong :) Examples where you would want my envisioned kind of mass upload: An app that has just one model 'Brochure' with a file field, a title field (dynamically created from the filename) and a date_added field. A photo gallery app with models 'Gallery' and 'Photo'. You pick a Gallery to add pictures to, upload the pictures and new Photo objects are created and foreign keys set to the chosen Gallery. It would be nice to be able to configure or extend the app for your favorite Flash upload solution. We can pick one of the three above as a default, but implement the app so that people can easily add additional implementations (kinda like Django can use multiple databases). Let it be agnostic to any particular client side solution. If we need to pick one to start with, maybe pick the one with the smallest footprint? (smallest download of client side stuff) The Flash based solutions asynchronously (and either sequentially or in parallel) POST the files to a url. I suggest that url to be local to our generic app (so it's the same for every app where you use our app in). That url will go to a view provided by our generic app. The view will do the following: create a new model instance, add the file, OPTIONALLY DO EXTRA STUFF and save the instance. DO EXTRA STUFF is code that the app that uses our app wants to run. It doesn't have to provide any extra code, if the model has just a FileField/ImageField the standard view code will do the job. But most app will want to do extra stuff I think, like filling in the other fields: title, date_added, foreignkeys, manytomany, ... I have not yet thought about a mechanism for DO EXTRA STUFF. Just wrapping the generic app view came to mind, but that is not developer friendly, since you would have to write your own url pattern and your own view. Then you have to tell the Flash solutions to use a new url etc... I think something like signals could be used here? Forms/Admin: I'm still very sketchy on how all this could best be integrated in the Admin or generic Django forms/widgets/... (and this is were my lack of Django experience shows): In the case of the Gallery/Photo app: You could provide a mass Photo upload widget on the Gallery detail form. But what if the Gallery instance is not saved yet? The file upload view won't be able to set the foreignkeys on the Photo instances. I see that the auth app, when you create a user, first asks for username and password and only then provides you with a bigger form to fill in emailadres, pick roles etc. We could do something like that. In the case of an app with just one model: How do you provide a form in the Django admin to do your mass upload? You can't do it with the detail form of your model, that's just for one model instance. There's probably dozens more questions that need to be answered before I can even start on this app. So please tell me what you think! Give me input! What do you like? What not? What would you do different? Is this idea solid? Where is it not? Thank you!

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  • MVC ASP.Net how do I add a second model to a view? i.e. Add a dropdown list to a page with a html grid?

    - by John S
    I have been able to find lots of examples of adding a Dropdown list to a view but I need to add a dropdown list to a view that also has a Webgrid on it. This entails two different models and from what I see I can only have one per view. The DDL will be filled from one model and the grid from the other. I'm just trying to filter the displayed data in the grid with the data selected in the ddl. Any examples or articles would be greatly appreciated. TIA

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  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • Exporting 3DS Max animated biped character into Assimp

    - by Doug Kavendek
    I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, the export and animations work perfectly, but if they were rigged as a biped character, the animation hits a "deadly import error" and all the bones appear to get smooshed together into a big pile. This seems like it might just be a limitation of the MD5 exporter (we're currently using the one found here. Our plan is to try out a different MD5 exporter (this one), and if that still has problems, then try switching from MD5 to COLLADA. Our modeler won't be able to make time to try out these other exporters for a few days, so in the meantime I wanted to see if there were any better methods out there for getting biped rigged models from 3DS Max into our app via Assimp. Out of Assimp's supported formats, I need to figure out which will support the following: Skeletal animations Exportable from 3DS Max biped rigged models Failing that, an alternative would be a way to convert a biped character to its corresponding bones before exporting. We did find one script to do that, but it only seems meant as a starting point for modeling -- it doesn't carry over any hierarchy, skinning, or animation -- so it can't be used solely during export.

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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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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  • Correct level of abstraction for a 3d rendering component?

    - by JohnB
    I've seen lots of questions around this area but not this exact question so apologies if this is a duplicate. I'm making a small 3d game. Well to be honest, it's just a little hobby project and likely won't turn out to be an actual game, I'll be happy to make a nice graphics demo and learn about 3d rendering and c++ design. My intent is to use direct3d9 for rendering as I have some little experience of it, and it seems to meet my requirements. However if I've learned one thing as a programmer it's to ask "is there any conceivable reason that this component might be replaced by a different implmentation" and if the answer is yes then I need to design a proper abstraction and interface to that component. So even though I intend to implment d3d9 I need to design a 3d interface that could be implemented for d3d11, opengl... My question then is what level is it best to do this at? I'm thinking that an interface capable of creating and later drawing Vertex buffers and index buffers Textures Vertex and Pixel "shaders" Some representation of drawing state (blending modes etc...) In other words a fairly low level interface where my code to draw for example an animated model would use the interface to obtain abstract vertex buffers etc. I worry though that it's too low level to abstract out all the functionallity I need efficiently. The alternative is to do this at a higher level where the interface can draw objects, animations, landscapes etc, and implement them for each system. This seems like more work, but it more flexible I guess. So that's my question really, when abstracting out the drawing system, what level of interface works best?

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • How to prevent 2D camera rotation if it would violate the bounds of the camera?

    - by Andrew Price
    I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its bounds. However, I'm a bit confused on how to do the same for rotation. Currently I allow rotating of the camera's Z-axis. However, if sufficiently zoomed out, upon rotating the camera, areas of the screen outside the camera's bounds can be shown. I'd like to deny the rotation assuming it meant that the newly rotated camera would expose areas outside the camera's bounds, but I'm not quite sure how. I'm still new to Matrix and Vector math and I'm not quite sure how to model if the newly rotated camera sees outside of its bounds, undo the rotation. Here's an image showing the problem: http://i.stack.imgur.com/NqprC.png The red is out of bounds and as a result, the camera should never be allowed to rotate itself like this. This seems like it would be a problem with all rotated values, but this is not the case when the camera is zoomed in enough. Here are the current member variables for the Camera class: private Vector2 _position = Vector2.Zero; private Vector2 _origin = Vector2.Zero; private Rectangle? _bounds = Rectangle.Empty; private float _rotation = 0.0f; private float _zoom = 1.0f; Is this possible to do? If so, could someone give me some guidance on how to accomplish this? Thanks. EDIT: I forgot to mention I am using a transformation matrix style camera that I input in to SpriteBatch.Begin. I am using the same transformation matrix from this tutorial.

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  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

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  • Different methods of ammo resupply

    - by Chris Mantle
    I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's character in my game is immobilised, alone and has a supposedly limited amount of ammo for their weapons. However, I would like to periodically resupply the player with ammo (for the purpose of balancing the level of difficulty and to allow the player to continue if they're doing well). I'm trying to think of a method of resupply that's different to the more familiar strategies of making ammo magically appear or having the antagonists drop some when they die. I'd like to emphasise the notion of the player's isolation as much as possible, and finding a way of 'sneaking' ammo to the player without removing too much of that emphasis is basically what I'm trying to think of (it's definitely a valid argument that resupplying the player removes it anyway) I have considered a sort of simple in-game 'store', where kills get you points that you can spend on ammo for your favourite weapon. This might work well, and may also be good for supporting a simple micro-transaction business model within the game. However, you'd have to pause the game often to make purchases, which would interrupt the action, and it works against the notion of isolation. Any thoughts?

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