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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • What is the cost of custom made 2D game sprites? [closed]

    - by Michael Harroun
    Possible Duplicate: How much to pay for artwork in an indie game? I am looking for sprites similar in style to those of Final fantasy Tactics, but with a much higher resolution that will work well for both a browser and an iPhone. In terms of animations: Walking in 4 directions Swinging with 1 hand Some sort of "casting animation" (depending on cost I may use the 1 hand swing with a wand). Taking a hit Kneeling Fallen How much would something like that cost per sprite?

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  • Best gui toolkit to use for creating 3D board game

    - by UserInteractive
    I have created a board game using Java and Swing - using GridLayout and various other apis. It works properly but the UI looks very very simple. I would want couple of animations like tilting the GridLayoutat any angle. There are pawns on boxes of the GridLayout that I want to be animated when somebody clicks on it. I'm not sure of the right GUI toolkit to use for this. Swing repaint is possible to a limit and cannot be used for a lot of animation and graphics. And I realized after creating the game that Swing is probably not a good tool to create games. Could anybody suggest a better framework to use that I can use it in Eclipse with Java? I was thinking of JavaFX or tools like Adobe Flash or Adobe Air. Any suggestions please?

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • Check for bodies within a specific circle in Box2D

    - by ltjax
    I'm trying to find positions to insert new bodies into my world. For that, I'd like to have a "free" spot where this body wouldn't overlap with anything else. So my plan was to sample "random" positions and check whether they overlap with my "potential" new body. Since my bodies are always circular, I'd need to test within a given circle. So far, the only way to use box2d for this seems to use b2World::QueryAABB around my circle and manually doing an overlap test with all the fixtures it gives me (Box2D doesn't event seem to allow me to tap into its overlapping tests?!). It seems to me like Box2D should already provide such functionality - is there a way that lets me do this without reinventing most of the wheel again?

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • How to create a copy of an instance without having access to private variables

    - by Jamie
    Im having a bit of a problem. Let me show you the code first: public class Direction { private CircularList xSpeed, zSpeed; private int[] dirSquare = {-1, 0, 1, 0}; public Direction(int xSpeed, int zSpeed){ this.xSpeed = new CircularList(dirSquare, xSpeed); this.zSpeed = new CircularList(dirSquare, zSpeed); } public Direction(Point dirs){ this(dirs.x, dirs.y); } public void shiftLeft(){ xSpeed.shiftLeft(); zSpeed.shiftRight(); } public void shiftRight(){ xSpeed.shiftRight(); zSpeed.shiftLeft(); } public int getXSpeed(){ return this.xSpeed.currentValue(); } public int getZSpeed(){ return this.zSpeed.currentValue(); } } Now lets say i have an instance of Direction: Direction dir = new Direction(0, 0); As you can see in the code of Direction, the arguments fed to the constructor, are passed directly to some other class. One cannot be sure if they stay the same because methods shiftRight() and shiftLeft could have been called, which changes thos numbers. My question is, how do i create a completely new instance of Direction, that is basically copy(not by reference) of dir? The only way i see it, is to create public methods in both CircularList(i can post the code of this class, but its not relevant) and Direction that return the variables needed to create a copy of the instance, but this solution seems really dirty since those numbers are not supposed to be touched after beeing fed to the constructor, and therefore they are private.

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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • Resolving a collision between point and moving line

    - by Conundrumer
    I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision detection to resolve collisions between moving points and static lines, and collisions between moving/static points and moving lines. I already know how to calculate the Time of Impact for both types of collision events, and how to resolve moving point static line collisions. However, I can't figure out how to resolve moving/static point moving line collisions. Here are the initial conditions in a point and moving line collision event. We have a line segment joined by two points, A and B. At this instant, point P is touching/colliding with line AB. These points have unit mass and some might have an initial velocity, unless point P is static. The line is massless and has no explicit rotational component, since points A and B could freely move around, extending or contracting the line as a result (which will be fixed later by the constraint solver). Collision is inelastic. What are the final velocities of the points after collision?

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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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  • Import FBX with multiple meshes into UDK

    - by Tom
    I used this script to generate a few buildings that I was hoping to import into UDK. Each building is made of about 1000 separate objects. When I export a building as FBX and import the file into UDK it breaks it up into its individual objects again, so I was wondering how I would avoid this. Whether there was a tool to combine all of the objects into one mesh automatically before exporting or if I could prevent UDK from breaking them upon import.

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  • Java Slick2d - Mouse picking how to take into account camera

    - by Corey
    When I move it it obviously changes the viewport so my mouse picking is off. My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I have the numbers hard coded just for testing purposes. How would I take into account the camera so my mouse picking works correctly. double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } That is my mouse picking code

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Vector vs Scalar velocity?

    - by Serguei Fedorov
    I am revamping an engine I have been working on and off on for the last few weeks to use a directional vector to dictate direction; this way I can dictate the displacement based on a direction. However, the issue I am trying to overcome is the following problem; the speed towards X and speed towards Y are unrelated to one another. If gravity pulls the object down by an increasing velocity my velocity towards the X should not change. This is very easy to implement if my speed is broken into a Vector datatype, Vector.X dictates one direction Vector.Y dictates the other (assuming we are not concerned about the Z axis). However, this defeats the purpose of the directional vector because: SpeedX = 10 SpeedY = 15 [1, 1] normalized = ~[0.7, 0.7] [0.7, 0.7] * [10, 15] = [7, 10.5] As you can see my direction is now "scaled" to my speed which is no longer the direction that I want to be moving in. I am very new to vector math and this is a learning project for me. I looked around a little bit on the internet but I still want to figure out things on my own (not just look at an example and copy off it). Is there way around this? Using a directional vector is extremely useful but I am a little bit stumped at this problem. I am sorry if my mathematical understanding maybe completely wrong.

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  • Too much delay while sending object over UDP to server

    - by RomZes
    I'm getting 4 sec delay when sending objects over UDP. Working on small game and trying to implement multiplayer. For now just trying to synchronize movements of 2 balls on the screen. StartingPoint.java is my server(first player), that receiving serialized objects (coordinates). SecondPlayer.java is client that sending serialized objects to server. When I'm moving my first object it appears 4 seconds later on different screen. StartingPoint.java @Override public void run() { byte[] receiveData = new byte[256]; byte[] sendData = new byte[256]; // DatagramSocket socketS; try { socket = new DatagramSocket(5000); System.out.println("Socket created on "+ port + " port"); } catch (SocketException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } while(true){ b1.update(this); b3.update(); System.out.println("Starting server..."); //// Receiving and deserializing object try { //socket.setSoTimeout(1000); DatagramPacket packet = new DatagramPacket(buf, buf.length); socket.receive(packet); byte[] data = packet.getData(); ByteArrayInputStream in = new ByteArrayInputStream(data); ObjectInputStream is = new ObjectInputStream(in); // socket.setSoTimeout(300); b1 = (Ball) is.readObject(); } catch (IOException | ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } SecondPlayer.java @Override public void run() { while(true){ b.update(); networkSend(); repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } } public void networkSend(){ // Serialize to a byte array try { ByteArrayOutputStream bStream = new ByteArrayOutputStream(); ObjectOutputStream oo; oo = new ObjectOutputStream(bStream); oo.writeObject(b); oo.flush(); oo.close(); byte[] bufCar = bStream.toByteArray(); //socket = new DatagramSocket(); //socket.setSoTimeout(1000); InetAddress address = InetAddress.getByName("localhost"); DatagramPacket packet = new DatagramPacket(bufCar, bufCar.length, address, port); socket.send(packet); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); }

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Physic engine for snooker/billard game

    - by Marc Gillé
    I think most billard/snooker games have a lot of problems with their physic engines. They are far away from realistic and you can't really enjoy the game (especially when snooker is your hobby :) ) So I want to try to make an own physic engine (and own snooker game). I think the physic engine is the most important part of such a game. So my question is: Do anybody know an open physic enginge I can start with? Is there any literature about such physic problems?

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