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

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

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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

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

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • Tile-wide extent tracing on a grid.

    - by Larolaro
    I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the pathfinding, however character movement is free roaming, not strict tile to tile movement. To achieve a smoother, more efficient path, I'm doing line traces on a grid to determine if there is unwalkable tiles between tiles to shave off unecessary corners. However, because a line trace is zero extent, it doesn't consider the extent of the character and gives bad results (not returning unwalkable tiles just missed by the line, causing unwanted collisions). So what I'm looking for is rather than a line algorithm that determines the tiles under it, I'm looking for one that determines the tiles under a tile-wide extent line. Here is an image to help visualise my problem! Does anyone have any ideas? I've been working with Bresenham's line and other alternatives but I haven't yet figured out how to nail this specific problem.

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  • Implementing `fling` logic without pan gesture recognizers

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

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  • Resolving a collision between point and moving line

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

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  • Rotating a cube using jBullet collisions

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

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  • Behaviour tree code example?

    - by jokoon
    http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't you know any ? I also read that state machines are not very flexible compared to behaviour trees... On top of that I'm not sure if there is a true link between state machines and the state pattern... is there ?

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  • With Slick, how to change the resolution during gameplay?

    - by TheLima
    I am developing a tile-based strategy game using Java and the Slick API. So far so good, but I've come to a standstill on my options menu. I have plans for the user to be able to change the resolution during gameplay (it is pretty common, after all). I can already change to fullscreen and back to windowed, this was pretty simple... //"fullScreenOption" is a checkbox-like button. if (fullScreenOption.isMouseOver(mouseX, mouseY)) { if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) { fullScreenOption.state = !fullScreenOption.state; container.setFullscreen(fullScreenOption.state); } } But the container class (Implemented by Slick, not me), contrary to my previous beliefs, does not seem to have any resolution-change functions! And that's pretty much the situation...I know it's possible, but i don't know how to do it, nor what is the class responsible! The AppGameContainer class, used on the very start of the game's initialization, is the only place with any functions for changing the display-mode that I've found so far, but it's only used at the very start, and i haven't found a way to travel back to it from my options menu. //This is my implementation of it... public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new Main()); // app.setTargetFrameRate(60); app.setVSync(true); app.setDisplayMode(800, 600, false); app.start(); } I can define it as a static global on the Main, but it's probably a (very) bad way to do it...

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  • Exporting an animated FBX to XNA? (in 3DS Max)

    - by Itamar Marom
    I'm now working on an XNA 3D game, and I want to add animated models in it. I came across this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In this code it is "Take_001". Please tell me: When I create and animate my own 3D model in 3DS Max (2012, since I was told it's only possible in this version), how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA? Thank you.

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

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

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  • Music for Kids Game!

    - by Dane
    I'm developing a Multimedia Software for Kindergarten Kids. It introduce them to animals, Alphabets, Simple Math, Colors and it contain some simple games. Music is very crucial for my project and it is very important to choose the right sort of music for different sections. But unfortunately I know nothing about music. Is there a music consultant firm which can help me to choose melodies and rythmes for my project from free music available in internet. My Budget is limited but as this is mandatory and I have no knowledge or taste about music, I think I can afford to pay for this.

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  • Show path of a body of where it should go after linear impulse is applied

    - by Farooq Arshed
    I am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or any other which have projectile motion with a path shown you will get my point. I want to show the white dots which are shown in those games.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Undeclared Scope in Rock Paper Scissors Simple Game

    - by Rianelle
    #include <iostream> #include <string> #include <cstdlib> #include <ctime> using namespace std; bool win; int winnings; int draws; int loses; string comChoice; string playerChoice; void winGame () { cout << "You won! Play again?" <<endl; cout << "Type y/n" <<endl; char x; cin >> x; if (x == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; win = true; } } void drawGame (){ ++draws; cout << "Draw! Try again" << endl; return; } void lose () { cout << "You lose! Try again?" <<endl; cout << "Type y/n" <<endl; char feedback; cin >> feedback; if (feedback == 'y') { beginGame(); } else if ('n'){ cout << "Game Stopped." <<endl; cout << "Number of Draws: " <<draws << endl; cout << "Number of Loses: " <<loses << endl; cout << "Number of Wins: " << winnings << endl; } } void beginGame() { cout << "Welcome to the Rock, Paper and Scissors Game!" <<endl; cout << "Let's begin. Type <rock, paper, scissors> for your choice!" <<endl; cin >> playerChoice; srand(time(0)); int randomizer = 1+(rand()%3); if (randomizer == 1) comChoice = "rock"; if (randomizer == 2) comChoice = "paper"; if (randomizer == 3) comChoice = "scissors"; do { if (playerChoice == comChoice) { drawGame(); } if (playerChoice == "rock" && comChoice == "paper") ++loses; lose(); if (playerChoice == "rock" && comChoice == "scissors") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "rock") ++winnings; winGame(); if (playerChoice == "paper" && comChoice == "scissors") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "rock") ++loses; lose(); if (playerChoice == "scissors" && comChoice == "paper") ++winnings; winGame(); }while (win != true); } int main () { beginGame(); return 0; }

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • exact point on a rotating sphere

    - by nkint
    I have a sphere that represents the Earth textured with real pictures. It's rotating around the x axis, and when user click down it has to show me the exact place he clicked on. For example if he clicked on Singapore the system should be able to: understand that user clicked on the sphere (OK, I'll do it with unProject) understand where user clicked on the sphere (ray-sphere collision?) and take into account the rotation transform sphere-coordinate to some coordinate system good for some web-api service ask to api (OK, this is the simpler thing for me ;-) some advice?

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  • Frame Independent Movement

    - by ShrimpCrackers
    I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame independent movement because I don't understand what either of those threads are talking about. I'm following along with lazyfoo's SDL tutorials and came upon the frame independent lesson. http://lazyfoo.net/SDL_tutorials/lesson32/index.php I'm not sure what the movement part of the code is trying to say but I think it's this (please correct me if I'm wrong): In order to have frame independent movement, we need to find out how far an object (ex. sprite) moves within a certain time frame, for example 1 second. If the dot moves at 200 pixels per second, then I need to calculate how much it moves within that second by multiplying 200 pps by 1/1000 of a second. Is that right? The lesson says: "velocity in pixels per second * time since last frame in seconds. So if the program runs at 200 frames per second: 200 pps * 1/200 seconds = 1 pixel" But...I thought we were multiplying 200 pps by 1/1000th of a second. What is this business with frames per second? I'd appreciate if someone could give me a little bit more detailed explanation as to how frame independent movement works. Thank you.

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • The purpose of using invert and transpose

    - by user699215
    In openGl ES and the World of 3D - why use the invers matrix? The thing is that I dont have any intuition to, why it is used, therefore please correct me: As fare as I understand, it is used in shaders - and can help you to figure out the opposite direction of the normals? Invers in ordinary numbers is like; The product of a number and its multiplicative inverse is 1. Observe that 3/5 * 5/3 = 1. In a matrix this will give you the Identity Matrix, which is the base coordinate system or the orion of the World space - right. But the invers is - some other coordinate system? You can use the transpose(Row-major order to Column-major order) of a square matrix to find the inverted matrix, as calculating the invers is process heavy - and the transpose is giving you the inverted matrix as a bi product? Again, I am looking for getting some intuition of this - and therefore be able to use it as intended. Thank you for any reply that will guide me in the right direction. Regards

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Opengl-es picking object

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

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  • Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

    - by Casey
    I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad core PC, but on mobile applications it might be a problem. Before I go and program some text which caches the arrangement of its letters in an array and then feeds that array to the SpriteBatch, I would like to make sure there isn't something available to do this already, either in MonoGame itself or a class someone has implemented and made available for general use.

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  • Index Check and Correct Character Display in a Console Hangman Game for Java

    - by Jen
    I have this problem wherein, I can not display the correct characters given by the character. Here's what I meant: String words, in; String replaced_words; Scanner s = new Scanner (System.in); System.out.println("Enter a line of words basing on an event, verse, place or a name of a person."); words = s.nextLine(); System.out.println("The words you just placed are now accepted."); //using char array method, we tried to place the words into a characters array. char [] c = words.toCharArray(); // we need to replace the replaced_words = words.replace(' ', '_').replaceAll("[^\\-]", "-"); for (int i = 0; i < replaced_words.length(); i++) { System.out.print(replaced_words.charAt(i) + " "); } System.out.println("Now, please input a character, guessing the words you just placed."); in = s.nextLine(); in that code, want that the user, when types a word (or should it be character?), any of the correct character the user inputs will be displayed, and changes the hyphen to it...(more like the hangman series of games). How can I achieve this?

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