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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • How to achieve uniform speed of movement in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • How do I fix these compiler errors in Apple Crunch?

    - by BluFire
    I've been looking around and I finally got the full source code for a game called Apple-Crunch from Google Code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since I couldn't figure out how to import the actual folder into my workspace (it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The errors were still there so I looked at the class files and noticed that the classes with errors extended from RokonActivity. I then proceeded to add to the libs folder the Rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do I fix the errors without having to manually change the code? The source code should be fully functional so why are there errors?

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  • Octree subdivision problem

    - by ChaosDev
    Im creating octree manually and want function for effectively divide all nodes and their subnodes - For example - I press button and subnodes divided - press again - all subnodes divided again. Must be like - 1 - 8 - 64. The problem is - i dont understand how organize recursive loops for that. OctreeNode in my unoptimized implementation contain pointers to subnodes(childs),parent,extra vector(contains dublicates of child),generation info and lots of information for drawing. class gOctreeNode { //necessary fields gOctreeNode* FrontBottomLeftNode; gOctreeNode* FrontBottomRightNode; gOctreeNode* FrontTopLeftNode; gOctreeNode* FrontTopRightNode; gOctreeNode* BackBottomLeftNode; gOctreeNode* BackBottomRightNode; gOctreeNode* BackTopLeftNode; gOctreeNode* BackTopRightNode; gOctreeNode* mParentNode; std::vector<gOctreeNode*> m_ChildsVector; UINT mGeneration; bool mSplitted; bool isSplitted(){return m_Splitted;} .... //unnecessary fields }; DivideNode of Octree class fill these fields, set mSplitted to true, and prepare for correctly drawing. Octree contains basic nodes(m_nodes). Basic node can be divided, but now I want recursivly divide already divided basic node with 8 subnodes. So I write this function. void DivideAllChildCells(int ix,int ih,int id) { std::vector<gOctreeNode*> nlist; std::vector<gOctreeNode*> dlist; int index = (ix * m_Height * m_Depth) + (ih * m_Depth) + (id * 1);//get index of specified node gOctreeNode* baseNode = m_nodes[index].get(); nlist.push_back(baseNode->FrontTopLeftNode); nlist.push_back(baseNode->FrontTopRightNode); nlist.push_back(baseNode->FrontBottomLeftNode); nlist.push_back(baseNode->FrontBottomRightNode); nlist.push_back(baseNode->BackBottomLeftNode); nlist.push_back(baseNode->BackBottomRightNode); nlist.push_back(baseNode->BackTopLeftNode); nlist.push_back(baseNode->BackTopRightNode); bool cont = true; UINT d = 0;//additional recursive loop param (?) UINT g = 0;//additional recursive loop param (?) LoopNodes(d,g,nlist,dlist); //Divide resulting nodes for(UINT i = 0; i < dlist.size(); i++) { DivideNode(dlist[i]); } } And now, back to the main question,I present LoopNodes, which must do all work for giving dlist nodes for splitting. void LoopNodes(UINT& od,UINT& og,std::vector<gOctreeNode*>& nlist,std::vector<gOctreeNode*>& dnodes) { //od++;//recursion depth bool f = false; //pass through childs for(UINT i = 0; i < 8; i++) { if(nlist[i]->isSplitted())//if node splitted and have childs { //pass forward through tree for(UINT j = 0; j < 8; j++) { nlist[j] = nlist[j]->m_ChildsVector[j];//set pointers to these childs } LoopNodes(od,og,nlist,dnodes); } else //if no childs { //add to split vector dnodes.push_back(nlist[i]); } } } This version of loop nodes works correctly for 2(or 1?) generations after - this will not divide neightbours nodes, only some corners. I need correct algorithm. Screenshot All I need - is correct version of LoopNodes, which can add all nodes for DivideNode.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

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  • Is using the student version of 3DS Max and Unity3d legal?

    - by SubZeron
    I am developing an indie game together with my friend using Unity3D engine. I bought "Silo 3D" for modeling two month ago and for texturing I use 3D coat. We plan to sell our game in the future. For the animations I work with 3DS max (only animation part). My question is, can I work with a students license? The license for the original version is too expensive for me. I am still at the university and I can not buy the 3DS Max license which costs 4000 €. As an alternative I have the choice beetween Blender (can´t work with this software and don't have time to invest for learning a new program) and Truespace (can´t export fbx animation and specially with bones) so for me, 3DS Max is the best choice to be effective and quick. Is it possible to prove it when I export my fbx characters from 3DS Max to Unity3D? I mean can they find out that I have used the students license of 3DS Max for the animations after the release of the game? Maybe with help of DRM? Can I solve that problem when I export the fbx from 3DS Max to Blender and after that export the same fbx to Unity3D?

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  • XNA frame rate spikes in full screen mode

    - by ProgrammerAtWork
    I'm loading a simple texture and rotating it in XNA, and this works. But when I run it in full screen 1920x1080 mode I see spikes while my texture is rotating. If I run it windowed with 1920x1080 resolution, I don't get the spikes. The size of the texture does not seem to matter, I tried 512 texture size and 2048 texture size, same thing happens. Spikes in full screen, no spikes in windowed, resolution does not seem to matter, Debug or Release does not seem to do anything either. Anyone got ideas of what could be the problem? Edit: I think this problem has something to do with the vertical retrace. Set this property: _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; you'll lose vsync but it will not stutter.

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  • Game engine design: Multiplayer and listen servers

    - by jarx
    My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part. I have found out that many games actually don't have a real singleplayer mode, but when playing alone you are actually hosting a local server as well, and almost everything runs as if you were in multiplayer (except that the data packets can be passed over an alternate route for better performance) My engine would need major refactoring to adapt to this model. There would be three possible modes: Dedicated client, Dedicated server and Client-Server (listen mode) * How often is the listen-server model used in the gaming industry? * What are the (dis)advantages of it? * What other options do I have?

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Comparing angles and working out the difference

    - by Thomas O
    I want to compare angles and get an idea of the distance between them. For this application, I'm working in degrees, but it would also work for radians and grads. The problem with angles is that they depend on modular arithmetic, i.e. 0-360 degrees. Say one angle is at 15 degrees and one is at 45. The difference is 30 degrees, and the 45 degree angle is greater than the 15 degree one. But, this breaks down when you have, say, 345 degrees and 30 degrees. Although they compare properly, the difference between them is 315 degrees instead of the correct 45 degrees. How can I solve this? I could write algorithmic code: if(angle1 > angle2) delta_theta = 360 - angle2 - angle1; else delta_theta = angle2 - angle1; But I'd prefer a solution that avoids compares/branches, and relies entirely on arithmetic.

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  • How should I interpret these DirectX Caps Viewer values?

    - by tobi
    Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In the Direct3D9 Devices under HAL node I can see that my GeForce 8800GT supports PixelShaderVersion 3.0. However, under DXGI Devices I have DX 10, DX 10.1 and DX 11 having Shader model 4.0 (actually why DX 11? My card is not compatible with DX 11). I am implementing a DX 11 application (including d3d11.h) with shaders compiled in 4.0 version, so I can clearly see that 4.0 is supported. What is the difference between 1 and 2? Could you give me some theory behind the nodes?

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

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