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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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  • Is there a simple way to stop enemies standing in the same spot?

    - by Iain
    So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same spot (i.e. standing "within" each other), as I'm not currently doing collision detection between enemies - they are free to pass over each other. What's a simple way around this? Either some form of collision detection or some ai?

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  • How can I generate a texture that looks like left-over tea leaves?

    - by Jedidja
    We are working on a project for iPhone and Windows Phone 7 where we'd like to be able to generate tea leaves at the bottom of a cup. It doesn't have to look photo-realistic, and actually cartoon-y is ok. What sort of techniques should we research to accomplish this? Are there any libraries (preferably in C, but we can translate) that would be helpful? Here are some samples pulled from a Google Image search

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  • Doing a passable 4X game AI

    - by Extrakun
    I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on it. The game has three major decision making portions; spending of production points, spending of movement points and spending of tech points (basically there are 3 different 'currency', currency unspent at end of turn is not saved) Spend Production Points Upgrade a planet (increase its tech and production) Build ships (3 types) Move ships from planets to planets (costing Movement Points) Move to attack Move to fortify Research Tech (can partially research a tech i.e, as in Master of Orion) The plan for me right now is a brute force approach. There are basically 4 broad options for the player - Upgrade planet(s) to its his production and tech output Conquer as many planets as possible Secure as many planets as possible Get to a certain tech as soon as possible For each decision, I will iterate through the possible options and come up with a score; and then the AI will choose the decision with the highest score. Right now I have no idea how to 'mix decisions'. That is, for example, the AI wishes to upgrade and conquer planets at the same time. I suppose I can have another logic which do a brute force optimization on a combination of those 4 decisions.... At least, that's my plan if I can't think of anything better. Is there any faster way to make a passable AI? I don't need a very good one, to rival Deep Blue or such, just something that has the illusion of intelligence. This is my first time doing an AI on this scale, so I dare not try something too grand too. So far I have experiences with FSM, DFS, BFS and A*

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  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

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  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • What different ways are there to model restitution in a physics engine?

    - by Mikael Högström
    In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one. Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • Draw order in XNA

    - by Petr Abdulin
    It is possible to set draw order of a DrawableGameComponent by setting DrawOrder property. But is it possible to set draw order of "main" Game class? I have 2 DrawableGameComponents, and Draw method of a main Game class is called first, while I want it to be the last. Should I just mode all "main" draw code to another component and set it DrawOrder? Answer: seems like I'm just confused myself a little. Black on black, that's why I didn't saw it. Main Draw is called last, as expected.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • Why are textures always square powers of two? What if they aren't?

    - by Keavon
    Why are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? Wouldn't it be smart to save on the game's file size and make the texture exactly fit the UV unwrapped model? What would happen if there was a texture that was not a power of two? Would it be incorrect to have a texture be something like 256x512, or 512x1024? Or would this cause the problems that non-power-of-two textures may cause?

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • What features does D3D have that OpenGL does not (and vice versa)?

    - by Tom
    Are there any feature comparisons on Direct3D 11 and the newest OpenGL versions? Well, simply put, Direct3D 11 introduced three main features (taken from Wikipedia): Tesselation Multithreaded rendering Compute shaders Increased texture cache Now I'm wondering, how does the newest versions of OpenGL cope with these features? And since I have this feeling that there are features that Direct3D lacks from OpenGL's side, what are those?

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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