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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • Make Pong on android using OpenGL-ES

    - by brainydexter
    I am trying to make a simple pong game using opengl-es. I have checked out some of the tutorials/samples, but most of them are pre-dated to 2009. I am familiar with game programming, and consider pong to be the hello-world! Right now, I intend to make it using their supplied SDK (2.3), but eventually I want to make it in NDK, so I can port my other work to android. Would anyone have a good reference for a starting point ? Thanks

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  • How can I view an R32G32B32 texture?

    - by bobobobo
    I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to anything but dds, showing the error in debug output, "Can't find matching WIC format, please save this file to a DDS". So, I write it to DDS but I can't open it now! The DirectX texture tool says "An error occurred trying to open that file". I know the texture is working because I can read it in the GPU and the colors seem correct. How can I view an R32G32B32 texture in an image viewer?

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  • How to make an arc'd, but not mario-like jump in python, pygame [duplicate]

    - by PythonInProgress
    This question already has an answer here: Arc'd jumping method? 2 answers Analysis of Mario game Physics [closed] 6 answers I have looked at many, many questions similar to this, and cannot find a simple answer that includes the needed code. What i am trying to do is raise the y value of a square for a certain amount of time, then raise it a bit more, then a bit more, then lower it twice. I cant figure out how to use acceleration/friction, and might want to do that too. P.S. - can someone tell me if i should post this on stackoverflow or not? Thanks all! Edit: What i am looking for is not mario-like physics, but a simple equation that can be used to increase then decrease height over the time over a few seconds.

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • Asset missing problem XNA

    - by ChocoMan
    I'm using VS2010 with XNA 4.0 and I'm trying to load an FBX model with texture on the screen. The problem I'm having is this error: Missing Asset: C:\Users\ChocoMan\Documents\Visual Studio 2010\Projects\XNAGame\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp but the actual path to the texture is C:\Users\ChocoMan\Documents\Visual Studio\Projects\XNAGame\XNAGameContent\Textures\texture.bmp Also, when I linked the texture in Maya, I used the above address. Does anyone know why VS is looking for an incorrect address that doesnt exist?

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Shader optimization - cg/hlsl pseudo and via multiplication

    - by teodron
    Since HLSL/Cg do not allow texture fetching inside conditional blocks, I am first checking a variable and performing some computations, afterwards setting a float flag to 0.0 or 1.0, depending on the computations. I'd like to trigger a texture fetch only if the flag is 1.0 or not null, for that matter of fact. I kind of hoped this would do the trick: float4 TU0_atlas_colour = pseudoBool * tex2Dlod(TU0_texture, float4(tileCoord, 0, mipLevel)); That is, if pseudoBool is 0, will the texture fetch function still be called and produce overhead? I was hoping to prevent it from getting executed via this trick that usually works in plain C/C++.

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  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable. Do you have any polygon normal calculation that's tested and found to be reliable? // calculate normal of a polygon using all points var n:int = points.length; var x:Number = 0; var y:Number = 0; var z:Number = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // turn large values into a unit vector if (length != 0){ x = x / length; y = y / length; z = z / length; }else { throw new Error("Cannot calculate normal since triangle has an area of 0"); }

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  • AI control for a ship with physics model

    - by Petteri Hietavirta
    I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and momentum. Also, external forces might affect it (explosions etc). The player can set a target for the ship at any time and it should reach that spot and stop. Without physics this would be simple, just point to the direction and go. But how to deal with existing momentum and then stopping on the spot? I don't want to modify ship's placement directly. edit: Just to make clear, the physics related math of the ship itself is not the problem.

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

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  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

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  • How to I access "Deny" message from a Lidgren client?

    - by TJ Mott
    I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. So the client is able to successfully connect and the first packet it sends is a login packet, containing a username and password supplied by the user. The server is receiving that and doing some black magic to authenticate, and everything works up to that point. If the login fails, the server calling NetIncomingMessage.SenderConnection.Deny("Invalid Login Credentials"). I want to know how to properly receive this deny message on the client. I'm getting the message, it shows up with a message type of NetIncomingMessage.StatusChanged. If I call ReadString on that message, I get a corrupted version of the string I passed to the Deny method on the server. The type of corruption varies, I've seen odd characters in there but in every case it's truncated and is way shorter than the string I entered. Any ideas? The official documentation is sparse on this topic. I could use pointers from anyone who has successfully used the Lidgren library and uses the Accept or Deny methods. Also, if I don't do any authentication and just Approve() the connection every time, stuff actually works just fine and I'm getting reliable two-way UDP traffic. (And lastly, Stack Exchange said I don't have enough reputation to use the "Lidgren" tag....???)

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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