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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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  • What is a fast way to darken the vertices I'm rendering?

    - by Luis Cruz
    To make a lighting system for a voxel game, I need to specify a darkness value per vertex. I'm using GL_COLOR_MATERIAL and specifying a color per vertex, like this: glEnable(GL_COLOR_MATERIAL); glBegin(GL_QUADS); glColor3f(0.6f, 0.6f, 0.6f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.3f, 0.3f, 0.3f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.7f, 0.7f, 0.7f); glTexCoord2f(...); glVertex3f(...); glColor3f(0.9f, 0.9f, 0.9f); glTexCoord2f(...); glVertex3f(...); glEnd(); This is working, but with many quads it is very slow.. I'm using display lists too. Any good ideas in how to make vertices darker?

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  • What to do with input during movement?

    - by user1895420
    In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter of a second). Even though their movement can't be altered, the player can still press keys (perhaps in anticipation of their next move). What do I do with this input? Possibilities i've thought of: Ignore all input during movement. Log all input and loop through them one by one once movement finishes. Log the first or last input and move when possible. I'm not really sure which is the most appropriate or most natural. Hence my question: What do I do with player-input during movement?

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

    - by sebf
    I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read by the CPU, which I will copy the contents of the depth buffer into before reading it. I keep encountering errors however, because of, I believe, incompatibilities between the resource format and the view formats. Threads like these lead me to believe it is possible in DX11 to access the depth buffer as a resource, and that I can create a resource with a typeless format and have it interpreted in the view as another, but I cannot get it to work. What are the valid formats for the resource to be used as the depth buffer? Which of these are also valid for a CPU accessible staging resource?

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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  • How do I identify mouse clicks versus mouse down in games?

    - by Tristan
    What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse down being a click, but this simple approach limits me greatly in what I want to achieve. For example I have some code that should only be run once on a mouse click, but using mouse down as a mouse click can cause the code to run more then once depending on how long the button is held down for. So I need to do it on a click! But what is the best way to handle a click? Is a click when the mouse goes from mouse up to down or from down to up or is it a click if the button was down for less then x frames/milliseconds and then if so, is it considered mouse down and a click if its down for x frames/milliseconds or a click then mouse down? I can see that each of the approaches can have their uses but which is the most common in games? And maybe i'll ask more specifically which is the most common in RTS games?

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • Game Engine with a real time renderer

    - by Maik Klein
    I am studying computer graphics since 3 semester and we just started with opengl. I really enjoy it and want to create my own little engine for learning purpose. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like unity or cryengine because I want to start more lowlevel. Which of those engines is suited for realtime rendering? Something that cryengine offers - no baked lightmaps. Or at least gives me the option to add a realtime renderer?

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  • How to create contracts in python

    - by recluze
    I am just moving to python from Java and have a question about the way the two do things. My question relates to contracts. An example: an application defines an interface that all plugins must implement and then the main application can call it. In Java: public interface IPlugin { public Image modify(Image img); } public class MainApp { public main_app_logic() { String pluginName = "com.example.myplugin"; IPlugin x = (IPlugin) Class.forName(pluginName); x.modify(someimg); } } The plugin implements the interface and we use reflection in main app to call it. That way, there's a contract between the main app and the plugin that both can refer to. How does one go about doing something similar in Python? And also, which approach is better? p.s. I'm not posting this on SO because I'm much more concerned with the philosophy behind the two approaches.

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • Creating a python android application

    - by Harry
    I need help creating a android app on python. I'm creating an actual android game on python to use on my phone. I need suggestions of what app people would prefer. Anything you have have always wanted on your phone but no ones made it? Please post some suggestions below. I will start writing the code soon and will keep updating this post or creating a new ones asking new questions, so please keep an eye out. I also need help and software on how to start writing the code and how to test it. Thanks in advance.

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  • Multiple Key Presses in XNA?

    - by Bryan Harrington
    I'm actually trying to do something fairly simple. I cannot get multiple key presses to work in XNA. I've tried the following pieces of code. else if (keyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyDown(Keys.Left))) { //Move Character South-West } and I tried. else if (keyboardState.IsKeyDown(Keys.Down)) { if (keyboardState.IsKeyDown(Keys.Left)) { //Move Character South-West } } Neither worked for me. Single presses work just fine. Any thoughts?

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • How do I get the compression on specific dynamic body

    - by Mike JM
    Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies connected to each other (think of it as a table from front view).The LEG1 and LEG2 are connected to the static body. (it's the ground body). Another dynamic body is falling onto the table. I need to get the compression in the LEG1 and LEG2 separately. Joints have GetReactionForce() function which returns a b2Vec, which in turn has Length() and LengthSqd functions. This will give the total sum of the forces in any taken joint. But what I need is forces in individual bodies that are connected with joints. Once you connect several bodies with a single joint it again will show the sum of forces which is not useful.Here's the case iI'm talking about:

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  • How do I add shadow mapping?

    - by Jasper Creyf
    How do I add shadow mapping? I don't care if it uses GLSL it just has to work. I have been searching on stencil shadows and shadow mapping, all the examples given did nothing, if you don't understand that it means not even a single shadow is even being rendered. If you know how to add stencil shadows or shadow mapping, then please show some java code and if you're using GLSL then please show the code for them too.

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  • How do people get around the Carmack's Reverse patent?

    - by Rei Miyasaka
    Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is discussed quite often and apparently it's a good choice for deferred shading, so it's presumably used in a lot of other high-budget productions too. Even though it's unlikely that Creative would go after smaller companies, I'm wondering how the bigger studios get around this problem. Do they just cross their fingers and hope Creative doesn't troll them, or do they just not use Carmack's Reverse at all?

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