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  • Setting up cube map texture parameters in OpenGL

    - by KaiserJohaan
    I see alot of tutorials and sources use the following code snippet when defining each face of a cube map: for (i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, InternalFormat, size, size, 0, Format, Type, NULL); Is it safe to assume GL_TEXTURE_CUBE_MAP_POSITIVE_X + i will properly iterate the following cube map targets, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y etc?

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • Rotate sprite to face 3D camera

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. shaders->setUniform("camera", gCamera.matrix()); glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(5e5, 5e5, 5e5)); glm::vec3 look = gCamera.position(); glm::vec3 right = glm::cross(gCamera.up(), look); glm::vec3 up = glm::cross(look, right); glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), up) * scale; shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I rotate the camera around it, it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. What am I doing wrong?

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  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

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  • Interpolating Matrices

    - by sebf
    Hello, Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: float d = (float)(targetTime.Ticks - keyframe_start.ticks) / (float)(keyframe_end.ticks - keyframe_start.ticks); return ((keyframe_start.Transform * (1 - d)) + (keyframe_end.Transform * d)); As in my app, when I try an use this to interpolate between two keyframes, the model begins to 'shrink' - the severity based on how far between the two keyframes the target time is; its worst when the transform split is ~50/50.

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

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  • Car engine sound simulation

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

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  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

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  • How do I load tmx files with Slick2d?

    - by mbreen
    I just started using Slick2D and learned how simple it is to load in a tilemap and display it. I tried atleast a dozen different tmx files from numerous examples to see if it was the actual file that was corrupted. Everytime I get this error: Exception in thread "main" java.lang.RuntimeException: Resource not found: data/maps/desert.tmx at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.tiled.TiledMap.<init>(TiledMap.java:101) at game.Game.init(Game.java:17) at game.Tunneler.initStatesList(Tunneler.java:37) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at game.Tunneler.main(Tunneler.java:29) Here is my Game class: package game; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import org.newdawn.slick.tiled.TiledMap; public class Game extends BasicGameState{ private int stateID = -1; private TiledMap map = null; public Game(int stateID){ this.stateID = stateID; } public void init(GameContainer container, StateBasedGame game) throws SlickException{ map = new TiledMap("data/maps/desert.tmx","maps");//ERROR } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException{ //map.render(0,0); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException{ } public int getID(){return stateID;} } I've tried to see if anyone else has had similar problems but haven't turned up anything. I am able to load other files, so I don't believe it's a compiler issue. My menu class can load images and display them just fine. Also, the filepath is correct. Please let me know if you have any pointers that might help me sort this out.

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  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

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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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  • Geometry shader for multiple primitives

    - by Byte56
    How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; But if I use this shader then lines or points won't show up. So adding: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; layout(lines) in; layout(line_strip, max_vertices=2) out; The shader will compile and run, but will only render lines (or whatever the last primitive defined is). So how do I define a single geometry shader that will handle multiple types of primitives? Or is that not possible and I need to create multiple shader programs and change shader programs before drawing each type?

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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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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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • 2.5D action RPG game

    - by Phorden
    I want to make a 2.5D action RPG game in the next say five years. I need to learn a language first and I have started with C#. I haven't gotten too far into learning it and I would like advice on the best way to approach making a game like this in the long run. Work with XNA studios or stop and learn C++ and UDK? Or maybe there is another good way to approach this. I want to learn programming, so just using a visual editor without learning to code is not the way I want to go. I also don't want to write my game engine from scratch. I'm all ears for advice.

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Video Encoding library for C++ game

    - by Paulo Pinto
    I'm looking for a video encoding library in C++ that I can use to record game footage. It can not be an external application like Fraps, it must be a library. Ideally the encoding can be done in real time without affecting game performance too much, although this is not a must have requirement. Another preference is that the video file being saved from the game is already compressed and ready to be used by most video players without any further processing. I realize that this might not be possible especially for real time encoding, so I would accept a trade off of having to process the file later for better compression and/or better file format. I'd like to hear about your experience integrating the library into a game if possible and any interesting trade offs you had to make. Some libraries support more that one file format or codec, so advice on the file format would also be appreciated.

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  • Making a game preloader (Flash) [closed]

    - by Artemix
    Possible Duplicate: How do you create a single/internal pre-loader for a Flash game written using Flex? Hi guys, Im trying to make a preloader in a Flash game. Thing is, I need some advices on this since I never made one, I have the game almost complete, but when, i.e, I upload the game to a website I get a white screen for a few seconds, and then I see the game. Is there a simple way, maybe using an a API or something like that, to make a preloader screen? Im using Flash Builder fyi. Thx!

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  • Is there a grey-area with Copyright infringement?

    - by Z.O
    Currently a student, I'm trying to put together a game for iOS. From everywhere I've read, it seems any game's sound and art are apart of their IP and covered under their Copyright. That being said, say I wanted to use the coin sound effect from the original Mario (less than 1s long and used sparsely)... would anyone really care? Having no experience with this, I'm just wondering if cases like this are treated like "Ya you're driving slightly over the speed limit, but nobody cares" or as "you stole that car". Thanks for any insight anyone may be able to provide.

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