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  • CodePlex Daily Summary for Thursday, June 06, 2013

    CodePlex Daily Summary for Thursday, June 06, 2013Popular ReleasesReliability Modeling and Prediction: Reliability Prediction v2.0.1: Including the reliability modeling schema and the reliability prediction tool. Including case studies (Reporting service and WebScan system). Check Readme.txt for a quick tutorial.Virtual Sport for Sport Team: Virtual Sport Website: This is the website to manage a sports team. Through this website you can manage the members of the team, from players to staff, schedules, and more. and for supporter, be able more easily get to know team through the this websiteChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!ZXMAK2: Version 2.7.5.3: - debugger: add LPC indicator (last executed opcode pc) - add host joystick support (written by Eltaron) - change file extension for CMOS PENTEVO to "cmos" - add hardware value monitor (see Memory Map for PENTEVO/ATM/PROFI)QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.Harvester - Debug Viewer for Trace, NLog & Log4Net: v2.0.1 (.NET 4.0): Minor Updates Fixed incorrect process naming being displayed if process ID reassigned before cache invalidated. Fixed incorrect event type/source for TraceListener.TraceData methods. Updated NLog package references. Official Documentation Moved to GitHub http://cbaxter.github.com/Harvester Official Source Moved to GitHub https://github.com/cbaxter/HarvesterSuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .Document.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsPHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 Magick.NET: Magick.NET 6.8.5.402: Magick.NET compiled against ImageMagick 6.8.5.4. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...DirectX Tool Kit: May 2013: May 30, 2013 Added more GeometricPrimitives: Cone, Tetrahedron, Octahedron, Dodecahedron, Icosahedron Updated to support loading new metadata from DDS files (if present) Fixed bug with loading of WIC 32bpp RGBE format images Fixed bug when skipping mipmaps in a 1D or 2D array texture DDS fileNew Projectsabang: ????????Alex Develop Kit: ????????C#?????????。AnaLog - Analyse Logique: Software for logical equations analyse. App Excess: App Platform for Windows.Associativy Frontend Engines Administration: Frontend Engines Administration module for the Associativy (http://associativy.com) Orchard graph platform.ATDD Applied (Example): Sample code for Nordic Testing Days 2013 workshop - Acceptance Test Driven Development Applied: An Intro to ATDD using Jasmine and SpecFlowAzCAD: AzCAD is a free CAD program.BVVD Project: SOURCE CODECrzy Engine: C# and XNA ORPG Game Development engine.Custom Pong: Custom PongEDID Puller: Simple C# application showing how to get the EDIDs of the connected monitors to a PC, in particular the manufacturer and model of the display device.GooMUI: A desktop player for the Google Play Music service that runs on Windows.Had: HadIIS Express GUI: The GUI for IISExpress (version 7.5 and 8.0) jean0605jabbrchangbranch: ddjQueryBuddy Port to .Net 4.0+: Upgrading the project to current dot net will make using this app easier for some folks!Kinopoly: Dieses Projekt ist eine Arbeit der Berufschule Bern, GIBB. Das Ziel ist es das berühmte Spiel Monopoly im Film Theme als eine Clientapplikation zu realisieren.Magic Engine - 2D and 3D engine developed by school students: Magic Engine - 2D and 3D engine developed by school studentsMetrics calculation: Calculates metrics with the use of Driven Metrics.Metro WPF: Metro WPF provides a set of controls and styles for you to build your metro style WPF applications.mysitie: this is unknown error site Native API Test Command-Line Utility: A command-line utility that allows the user to call native API function interactively and experiment with how they function.prakark06052013Hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark06052013Tfs01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakarkGit06052013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [url:http://www.example.com] {"Do QlikView Extension - Animated Scatter Chart: Animated scatter chart for QlikView, inspired by D3js.orgREADPDB(Program Database Reader): This tool uses the Microsoft Debug Interface Access Software Development Kit (DIA SDK) to parser PDB file SelfProject: Just For TestSlWfDesign: 11212SSZZ: SSZZ is a tool for Data Analysistest project codeplex: This is a testtesttom06052013git01: dfdstesttom06052013hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.testtom06052013tfs01: gfdgfdthree: It's a personal project.Validation Rules Framework for C++: C++ framework for rule creation, validation and management.

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  • Why does multiplying texture coordinates scale the texture?

    - by manning18
    I'm having trouble visualizing this geometrically - why is it that multiplying the U,V coordinates of a texture coordinate has the effect of scaling that texture by that factor? eg if you scaled the texture coordinates by a factor of 3 ..then doesn't this mean that if you had texture coordinates 0,1 and 0,2 ...you'd be sampling 0,3 and 0,6 in the U,V texture space of 0..1? How does that make it bigger eg HLSL: tex2D(textureSampler, TexCoords*3) Integers make it smaller, decimals make it bigger I mean I understand intuitively if you added to the U,V coordinates, as that is simply an offset into the sampling range, but what's the case with multiplication? I have a feeling when someone explains this to me I'm going to be feeling mighty stupid

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • How to load with "simplegame" mode after cooking?

    - by Emran Bayati
    i got a problem after i cook my game in Frontend (udk) ! Every thing is ok during the Cook operation i mean i compiled my scripts,it's ok there's no problem in this step,and i cooked my packages it's ok too ! no problem just like last step. so before i package the whole game;i'll lunch it and see if every thing is ok ! but when i load the game it'll load whit the Unreal tournament default game type ! i mean i don't want it to load with this type ! i want it to load with the "simplegame" game type ! i need to say that i set game type to "simplegame" in the Editor from View world Properties Game Type! but still it's loading with Ut game mode when i cook the game ! I just want load my game in "Simplegame" mode after cooked. if any one can help ! plz help ! Tnx Alot Emran Bayati

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  • General visual effects to meshes/entities

    - by Pacha
    I am trying to add some visual effects to some entities, meshes, or whatever you want to call them as they are looking pretty dull in my game right now. What I want to achieve is this: http://youtu.be/zox8935PLw0?t=36s (the "texture" gets disintegrated and then goes back to normal, covering the whole mesh.) Also I would like to know what is the best way to add effects like the one in the video to my game (for example, thunder effects, shattering, etc.) I know that I can do some things with shaders, but I haven't learned them too well and I am still in a beginner level. I am using Ogre3D, and GLSL for shaders. Thanks! Note: this is a screen-shot of my game, I want to apply the effect in the video to my main character):

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  • What algorithm to use to fill a KenKen square board with cages?

    - by JimmyBoh
    I am working on recreating KenKen, a popular math puzzle involving a blank grid that is divided into "cages". Each cage is just a collection of adjacent squares and has a clue which is generally a number and an operand, shown below: What type of algorithm would be best to fill the square with cages? Assume the maximum number of cells per cage would be 3 and the board is 4x4 in size, like in the example above.

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • Slick2D: Animation not being parsed from spritesheet correctly

    - by user2066880
    I have a 960x960 spritesheet with each tile being 192x192. I initialized my spritesheet and animation like so: spritesheet = new SpriteSheet("resources/spritesheets/player.png", 192, 192); walkingLeft = new Animation(spritesheet, 3, 0, 0, 1, true, 20, true); When I attempt to render the animation, I get a java.lang.ArrayIndexOutOfBoundsException: -1 error. This error doesn't occur when I'm creating an animation from images in the same row. Therefore, I'm assuming that the error is being caused because of the way Slick is handling horizontal scanning (going to the next row after reaching the end).

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • Problems implementing a screen space shadow ray tracing shader

    - by Grieverheart
    Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible objects can cast shadows and objects between the camera and the shadow caster can interfere. Still I thought it'd be a fun experiment. The idea is to calculate the view coordinates of pixels and cast a ray to the light. The ray is then traced pixel by pixel to the light and its depth is compared with the depth at the pixel. If a pixel is in front of the ray, a shadow is casted at the original pixel. At first I thought that I could use the DDA algorithm in 2D to calculate the distance 't' (in p = o + t d, where o origin, d direction) to the next pixel and use it in the 3D ray equation to find the ray's z coordinate at that pixel's position. For the 2D ray, I would use the projected and biased 3D ray direction and origin. The idea was that 't' would be the same in both 2D and 3D equations. Unfortunately, this is not the case since the projection matrix is 4D. Thus, some tweak needs to be done to make this work this way. I would like to ask if someone knows of a way to do what I described above, i.e. from a 2D ray in texture coordinate space to get the 3D ray in screen space. I did implement a simple version of the idea which you can see in the following video: video here Shadows may seem a bit pixelated, but that's mostly because of the size of the step in 't' I chose. And here is the shader: #version 330 core uniform sampler2D DepthMap; uniform vec2 projAB; uniform mat4 projectionMatrix; const vec3 light_p = vec3(-30.0, 30.0, -10.0); noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } void main(void){ vec3 origin = CalcPosition(); if(origin.z < -60) discard; vec2 pixOrigin = pass_TexCoord; //tex coords vec3 dir = normalize(light_p - origin); vec2 texel_size = vec2(1.0 / 600.0); float t = 0.1; ivec2 pixIndex = ivec2(pixOrigin / texel_size); out_AO = 1.0; while(true){ vec3 ray = origin + t * dir; vec4 temp = projectionMatrix * vec4(ray, 1.0); vec2 texCoord = (temp.xy / temp.w) * 0.5 + 0.5; ivec2 newIndex = ivec2(texCoord / texel_size); if(newIndex != pixIndex){ float depth = texture(DepthMap, texCoord).r; float linearDepth = projAB.y / (depth - projAB.x); if(linearDepth > ray.z + 0.1){ out_AO = 0.2; break; } pixIndex = newIndex; } t += 0.5; if(texCoord.x < 0 || texCoord.x > 1.0 || texCoord.y < 0 || texCoord.y > 1.0) break; } } As you can see, here I just increment 't' by some arbitrary factor, calculate the 3D ray and project it to get the pixel coordinates, which is not really optimal. Hopefully, I would like to optimize the code as much as possible and compare it with shadow mapping and how it scales with the number of lights. PS: Keep in mind that I reconstruct position from depth by interpolating rays through a full screen quad.

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  • adapting a Unity gravitational script to allow moons

    - by PartyMix
    I'm using this script: http://wiki.unity3d.com/index.php/Simple_planetary_orbits to get a solar system going in Unity, but it doesn't seem to support creating bodies that orbit other moving bodies (or I am using it incorrectly). Any idea about how to modify it so that it does (or just use it correctly)? I've been beating my head against this problem for a couple hours, and I really don't feel like I have any idea what I'm doing. Thanks in advance.

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • How to calculate turn heading to a missile?

    - by Tony
    I have a missile that is shot from a ship at an angle, the missile then turns towards the target in an arc with a given turn radius. How do I determine the point on the arc when I need to start turning so the missile is heading straight for the target? EDIT What I need to do before I launch the missiles is calculate and draw the flight paths. So in the attached example the launch vehicle has a heading of 90 deg and the targets are behind it. Both missiles are launched at a relative heading of -45deg or + 45 deg to the launch vehicle's heading. The missiles initially turn towards the target with a known turn radius. I have to calculate the point at which the turn takes the missile to heading at which it will turn to directly attack the target. Obviously if the target is at or near 45 degrees then there is no initial turn the missile just goes straight for the target. After the missile is launched the map will also show the missile tracking on this line as indication of its flight path. What I am doing is working on a simulator which mimics operational software. So I need to draw the calculated flight path before I allow the missile to be launched. In this example the targets are behind the launch vehicle but the precalculated paths are drawn.

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • changing body type without change of center of mass

    - by philipp
    I have an box2d project with some bodies in it, which move around without any user interaction. But if the user selects one of the bodies, he should be able to move it around just like he wants to. To keep it short, I want to change the type of the body to "kinematic" while the user controls it and back to "dynamic" afterwards. If I do so the rotation center of the body changes with the change of the type. How can I reset this? The body's fixture is created of a single b2PolygonShape, with its vertices set via SetAsArray(). Greetings philipp EDIT:: So I looked around about setting the local center of bodies. what brought me to this solution: var md = new b2MassData(); this.body.GetMassData( md ); this.body.SetType( b2body.b2_kinematicBody ); this.body.SetMassData( md ); that did not work, so I had a look at the source and found that SetMassData() always returns if the body is not "dynamic". So I tried this: var md = new b2MassData(); this._body.GetMassData( md ); this._body.SetType( b2Body.b2_kinematicBody ); this._body.m_sweep.localCenter.Set( md.center.x, md.center.y ); what actually is modifying the private data of the body. But it works and no errors appear, but can I really do this without the risk of breaking the application, or in other words, under which circumstances could this solution might cause errors? n.b.: I am using box2dweb of the latest release. Greetings philipp

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Are there any good html 5 mmo design tutorials?

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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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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