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  • Rope Colliding with a Rectangle

    - by Colton
    I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide with the rectangle such that the rope will not pass through a rectangle, and wrap around the rectangle and all that good stuff. Currently, I have it set so no rope node can pass through a rect (successfully), however, this means a rope segment can still pass through a block. Ex: So the question is, what can I do to fix this? What I have tried: I create a rectangle between two nodes of a rope, calculate rotation between the nodes, and get myself a transformed rectangle. I can successfully detect a collision between rope segments and a (non-transformed) rectangle. Create a new node or pivot point around the corner of the block, and rearrange nodes to point to the corner node. Trouble is determining what corner the rope segment is passing through. And then the current rope setup goes wonky (based on verlet integration, so a sudden change in position causes the rope to wiggle like a seismograph during a magnitude 8 earth quake.) Among other issues that might be solvable, but its turning into a case by case thing, which doesn't seem right. I think the best answer here would just be a link to a tutorial (I simply can't find any, most lead to box2D or farseer, but I want to at least learn how it works before I hide behind an engine).

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

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  • Tiny Wings - Placing items

    - by Federico
    I'm currently developing a Flash game like 'Tiny Wings'. I have a lot of work done, but i'm currently working on placing the items ( coins and obstacles ) on the terrain. My player it is moving on a auto-generated terrain (based on Emanuele Feronato's tutorials) so every time the player's x position is greater than (screenWidth + x) another hill is generated and so on. I'm currently having problems placing the items in a correct angle and put 5 or more items together on a hill. Could you please help me with this? Thanks, Regards. PS: This is the URL to the Emanuele Feronato post and the code to make the hills http://www.emanueleferonato.com/2011/10/04/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d-%E2%80%93-adding-more-bumps/

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Loadbalancing Questions

    - by Van Holtz
    I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into clusters to allow even more players to log in to avoid latency issues. Now I have protyped the Loadbalancing server and its running pretty good so far. This is my architecture, I have a master server which acts as a proxy, every sub servers(chat, login, game) connect to the master server as well as all the clients. when a client connects, Client Request: Send Request - MS(Master) - Decides which SS(SubServer) to forward to - Forwards Request to SS - SS - Analyze Message - Send Response to MS - Decides which Client to forward to - Forwards Response to Client Well, it looks like its going through lots of stages. it takes double the time to process the message than a single server approach. i feel like my model isnt the best or i may be wrong. is there any better model or the one they use in professional games? I still want a Master-SubServer approach. I just want to clarify that I'm going in the right direction before writing all my codes. Thanks for any answer :)

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • Tools for creating assets? [closed]

    - by Agent_9191
    There are similar questions about finding existing resources that are free for use (free sprites/images, music, sound), but I'm interested in creating the resources myself. What tools do you use for asset creation/modification? Please only put one tool per answer. Also try to include the following information: Product Name Link to website Type of assets is can create (2D images, 3D images, audio, etc) OS(s) supported Cost License (if free/open source) General summary

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • How do I create a camera?

    - by Morphex
    I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions and matrices, but I do not understand how to implement it. Particularly, it seems you need "Up", "Forward" and "Right" vectors, a Quaternion for rotations, and View and Projection matrices. For example, an FPS camera only rotates around the World Y and the Right Axis of the camera; the 6DoF rotates always around its own axis, and the orbital is just translating for a set distance and making it look always at a fixed target point. The concepts are there; implementing this is not trivial for me. SharpDX seems to have has already Matrices and Quaternions implemented, but I don't know how to use them to create a camera. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

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  • Postgres: clear entire database before re-creating / re-populating from bash script

    - by Hoff
    hi folks, I'm writing a shell script (will become a cronjob) that will: 1: dump my production database 2: import the dump into my development database Between step 1 and 2, I need to clear the development database (drop all tables?). How is this best accomplished from a shell script? So far, it looks like this: #!/bin/bash time=`date '+%Y'-'%m'-'%d'` # 1. export(dump) the current production database pg_dump -U production_db_name > /backup/dir/backup-${time}.sql # missing step: drop all tables from development database so it can be re-populated # 2. load the backup into the development database psql -U development_db_name < backup/dir/backup-${time}.sql Many thanks in advance! Martin

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  • Safe to advertise without a trademark?

    - by KlashnikovKid
    Alright, I'm currently thinking about registering my game with Steam's new Greenlight program. Only problem is I don't have a trademarked title yet and I read the government's registration process can take a little while. (and $$ I don't have at the moment) So naturally, this got me wondering if it is a sound idea to proceed without one. So my question is are there any serious pitfalls I should worry about if I start advertising without a trademarked title? (Assuming it doesn't infringe upon anyone else's property of course)

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • How to import or "using" a custom class in Unity script?

    - by Bobbake4
    I have downloaded the JSONObject plugin for parsing JSON in Unity but when I use it in a script I get an error indicating JSONObject cannot be found. My question is how do I use a custom object class defined inside another class. I know I need a using directive to solve this but I am not sure of the path to these custom objects I have imported. They are in the root project folder inside JSONObject folder and class is called JSONObject. Thanks

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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