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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • In wow 6.0 expansion, where to buy wow gold?

    - by user50866
    Rs3gold.com is a leading provider of MMORPG virtual currency and other assets around the world, when is the new world of warcraft expansion, you can buy cheapest wow gold from Rs3gold. 8% discount code for your World of Warcraft Gold - RS3GOLD Once your payment on our site is completed successfully, we will deliver your WOW gold instantly within 10-30 minutes! http://www.rs3gold.com/Gold/wow_us.aspx  

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Can i place a image as a map and then code a grid over the top of it?

    - by kraze
    what i'm trying to do is make a huge map, best way i found is just make a big map and save it as a image... can i code a grid over the top so i can implement tile based movement for my character? afterwards place collision tiles so they can't move to certain spots. btw this is in visual studio 2010 using XNA Anyone able to explain the process of how i would do this and if its even viable? thanks for your help

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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • How are dependant quests generated in Guild Wars 2?

    - by Aufziehvogel
    I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to protect a person. If users do not take this action, the person might be kidnapped and later there is a quest to rescue this person. Is there any information on whether the creation of these quests is somehow automatic? From the article it sounded like automatically, but from the specific example you could also guess that people just created a task-set where they added conditions (Task 1 taken: OK; Task 1 not taken: Show Task 2). From what I heard about AI they might also have implemented some sort of a huge neural network to make decisions?

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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • How do I implement a "sliding out of / into" effect on a settings menu similar to that in Angry Birds?

    - by VictorB
    I'm trying to implement a settings menu component similar to that in Angry Birds - a button control that makes an options menu slide out of it and back into it when clicked on. I use scene2d.ui to build the UI components: a Button in a Table to implement the button control, a Table to implement the options menu, and a Stack to lay these out one on top of the other and at this moment I have the following behavior: When the user hits the button control for the first time, then the alpha of the table component is set to 1; When the user hits the button control the second time, then the alpha of the table component is set to 0; And so on. Any ideas how I can get the sliding out of and into effect on user clicks with libgdx? Similar to what Angry Birds provides. Maybe using the TweenEngine, actions, interpolations, combinations of these? Thanks in advance.

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  • Alternatives to voxel-based terrain

    - by Neomex
    Are there any alternatives to voxel based terrains? Such terrain should be fully destructable, allow for arches, overhangs, preserve sharp features where needed and keep consistent topology. Maybe you can explain the problem that makes you ask this question? Voxel based terrain is basically just using a 3D grid of data to store data. There are lots of ways to render that data, but it doesn't get much simpler for storing it. – Byte56 Current isosurface extraction methods aren't most effective/bug-free. Cubical Marching Squares seem to solve most of the issues, however it is a relatively new method and there aren't too many resources about it. (I've found single university paper) Even if we stick to CMS, when we want to add multi-material support, we can either divide surface into multiple meshes, or pass a texture array or texture atlas to shaders, then we are limited to set amount of textures and additionally increase memory-usage alot.

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  • What is the correct way to reset and load new data into GL_ARRAY_BUFFER?

    - by Geto
    I am using an array buffer for colors data. If I want to load different colors for the current mesh in real time what is the correct way to do it. At the moment I am doing: glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glBufferData(GL_ARRAY_BUFFER, SIZE, colorsData, GL_STATIC_DRAW); glEnableVertexAttribArray(shader->attrib("color")); glVertexAttribPointer(shader->attrib("color"), 3, GL_FLOAT, GL_TRUE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); It works, but I am not sure if this is good and efficient way to do it. What happens to the previous data ? Does it write on top of it ? Do I need to call : glDeleteBuffers(1, colorBuffer); glGenBuffers(1, colorBuffer); before transfering the new data into the buffer ?

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • What libgdx project files can I ignore from version control?

    - by Zhen
    In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: *-android/.settings/ *-android/bin/ *-desktop/.settings/ *-desktop/bin/ *-html/.settings/ *-html/gwt-unitCache/ *-html/war/WEB-INF/classes/ *-html/war/WEB-INF/deploy/ *-html/war/assets/ *-html/war/ */.settings/ */bin/ Am I missing some? Is there a complete list somewhere?

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • How to draw unlimited FPS on Mac OS X with OpenGL?

    - by V1ru8
    I d'like to draw as many frames as possible with OpenGL on Mac OS X to measure the performance on different scenes. What I've tried so far: Using a CVDisplayLink that has NSOpenGLCPSwapInterval set to 0, so it does not sync with the Display. But with that it's still stuck at max 60FPS Using normal -drawRect: with a timer that fires 1/1000sec and calls -setNeedsDisplay: Still not more than 60FPS Same as 2. but I call -display in the timer callback. With that I get the FPS above 60, but it still stops at 100-110 FPS. Although the frame rate should easily be at 10times more. Andy idea how I can really draw as many frames as possible?

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  • OpenXDK Questions

    - by iamcreasy
    I was strolling around XBox development. Apart form buying a DevKit from Microsoft, another thing got my attention is called, OpenXDK which stands for Open XBox Development Kit. From their main site its pretty obvious that there hasn't been any update since 2005 but digging a little deeper, I found that in their project repository is was being updated. Last time stamp was 2009-02-15. Quick google search said, its not actually really on a good place to poke around. Many and MANY features are absent. Being a hobby project I perfectly understand. But, those results are quite old. The question is, is there anybody who has any experience with OpenXDK? If is, that is it possible to shade some light on this? about its limitations? Is this a mature project? How's the latest version and what's it capable of doing? Or should I just stay away from it?

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

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  • Why wont SVN work on the Google Code Source? [closed]

    - by BluFire
    I installed SVN Toroise. I then proceeded to the desktop and right clicked and clicked on SVN checkout. I then entered under the URL of Repository "http://apple-crunch.googlecode.com/svn/trunk/ apple-crunch-read-only" but after a few seconds the checkout fails saying that the URL doesn't exist. I got the command line from http://code.google.com/p/apple-crunch/source/checkout I'm trying to get a direct copy instead of browsing through the source.

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  • Calculating the force of an impact?

    - by meds
    I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in mind this is all for a 2D physics engine. I don't think it's as simple as adding up these values and figuring out if it's large enogh it makes a large impact since that doesn't take into account if the two objects are travelling in the same direction (as an example). Any ideas?

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  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

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  • SDL_DisplayFormat works, but not SDL_DisplayFormatAlpha

    - by Bounderby
    The following code is intended to display a green square on a black background. It executes, but the green square does not show up. However, if I change SDL_DisplayFormatAlpha to SDL_DisplayFormat the square is rendered correctly. So what don't I understand? It seems to me that I am creating *surface with an alpha mask and I am using SDL_MapRGBA to map my green color, so it would be consistent to use SDL_DisplayFormatAlpha as well. (I removed error-checking for clarity, but none of the SDL API calls fail in this example.) #include <SDL.h> int main(int argc, const char *argv[]) { SDL_Init( SDL_INIT_EVERYTHING ); SDL_Surface *screen = SDL_SetVideoMode( 640, 480, 32, SDL_HWSURFACE | SDL_DOUBLEBUF ); SDL_Surface *temp = SDL_CreateRGBSurface( SDL_HWSURFACE, 100, 100, 32, 0, 0, 0, ( SDL_BYTEORDER == SDL_BIG_ENDIAN ? 0x000000ff : 0xff000000 ) ); SDL_Surface *surface = SDL_DisplayFormatAlpha( temp ); SDL_FreeSurface( temp ); SDL_FillRect( surface, &surface->clip_rect, SDL_MapRGBA( screen->format, 0x00, 0xff, 0x00, 0xff ) ); SDL_Rect r; r.x = 50; r.y = 50; SDL_BlitSurface( surface, NULL, screen, &r ); SDL_Flip( screen ); SDL_Delay( 1000 ); SDL_Quit(); return 0; }

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  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

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