Search Results

Search found 32114 results on 1285 pages for 'general development'.

Page 467/1285 | < Previous Page | 463 464 465 466 467 468 469 470 471 472 473 474  | Next Page >

  • How To Smoothly Animate From One Camera Position To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

    Read the article

  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

    Read the article

  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

    Read the article

  • What is the proper way to maintain the angle of a gun mounted on a car?

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around, the angle of the gun changes. Not what I want.

    Read the article

  • Render an image with layers for shadows /reflections, object and ground in 3D Studio Max?

    - by Bernd Plontsch
    I have a scene with a simple object standing on the ground in the center. This object has shadows and reflections on the ground. How can I render an image containing 3 separate layers for The object The ground The reflection / shadow on the ground Which format do I use for this? (It should include all 3 layers + I should be able to enable/disable them in Photoshop) How do I define or prepare those layers for being rendering as image layers?

    Read the article

  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

    Read the article

  • XNA 4.0 SpriteFont not displaying all Characters

    - by Iain Brown
    Am looking for a little help and trying to use SpriteFont in my XNA 4.0 game but the problem is am displaying to string "This is a test" but all that's displayed on the screen is "This is st" so the "a te" are missing from the screen. The space is there for the characters but the letters are not. The code am using is: spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.DrawString(font,"this is a test",new Vector2(692,372),Color.White); spriteBatch.Draw(texture,new Rectangle(0,0,100,100),Color.White); spriteBatch.End(); Any help with this would be great!

    Read the article

  • Using copyrighted sprites

    - by Zertalx
    I was thinking about making a pacman clone, I know there is a similar question here Using Copyrighted Images , but I know i can't use the original art from the game because it belongs to Namco, so if I design a character that has the shape of the slice circle it will look exactly like pacman, maybe if I use green instead of yellow? Also if the game plays like the original pacman, it is wrong? I just want to make the game as a personal project and and publish it in my site without getting in trouble

    Read the article

  • How to proceed on the waypoint path?

    - by Alpha Carinae
    I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets longer as the object moves away from it.) I tried to visualize my problem. This is the beginning state. 'A' node is the target, path is the blue and the object is the green one. I draw this path, from object to the closest node. In this case my problem occurs. Because 'D' node is more closer to the object than 'C' node, something like this happens: So, how can i decide that the object passed the 'D' node? Path should be look like this: One thing comes to my mind is that I use some distance variables between the two closest nodes in the route path. (In this example these are 'C' and 'D' nodes.) As the object approaches 'C' and moves away from the 'D' node at the same time, this means character passed the 'D'. However, I think there are some standardized and easy ways to solve this. What approach should I take?

    Read the article

  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

    Read the article

  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

    Read the article

  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

    Read the article

  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

    Read the article

  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

    Read the article

  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

    Read the article

  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

    Read the article

  • C# and Unity - Learning to Develop a game by developing the game I want to develop

    - by 97s
    So I am pretty new to C#, I have some python and javascript experience, but nothing substantial. I have read a lot about C# and Unity and I know they are the tools I want to use. My question is: Should I be reading books about C# or should I just start hacking in unity and piecing the game together part by part? Right now I am going through the book, HeadFirst C#, and it is very good, but I taught myself web design and javascript by just creating and hacking until I got the results I wanted then looked at other code to see ways they did it and improved my code. The issue is that with the browser I got immediate results and it was all under one roof, where developing games is a completely different monster. I am just wondering if my time would be better spent buying a book that uses C# to teach you unity, and doing that instead, or if the time spent in HeadFirst book is going to be valuable. Thanks a ton, I am having difficulties using my time, and I just want to maximize it as I don't have a lot of free time. Edit: Hopefully this isn't to broad? If it is, I will delete and go elsewhere just let me know. Thanks.

    Read the article

  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

    Read the article

  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

    Read the article

  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

    Read the article

  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

    Read the article

  • Translate extrinsic rotations to intrinsic rotations ( Euler angles )

    - by MineMan287
    The problem I have is very frustrating: I am using the Jitter Physics library which gives Quaternion rotations, you can extract the extrinsic rotations but I need intrinsic rotations to rotate in OpenTK (There are other reasons as well so I don't want to make OpenTK use a Matrix) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) EDIT : Response to the first answer Like This? GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) Or This? GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) GL.Rotate(zr, 0, 0, 1) GL.Rotate(yr, 0, 1, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) I'm confused, please give an example

    Read the article

  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

    Read the article

  • How to move a directional light according to the camera movement?

    - by Andrea Benedetti
    Given a light direction, how can I move it according to the camera movement, in a shader? Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional light with a position and a target. From this position and target I've calculated the light direction. Now I want to use the same direction in my lighting equation but, obviously, I want that this light moves correctly with the camera. Thanks.

    Read the article

  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

    Read the article

< Previous Page | 463 464 465 466 467 468 469 470 471 472 473 474  | Next Page >