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  • Where can I find free or buy "next-gen" 3D Assets?

    - by Valmond
    Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't find any models that use those techniques. So where can I find / buy "next gen" assets (at least models/items with a normal map)? I have checked for similar posts but those I found are about either free only or 2D or 'ordinary' 3D so I hope this is not a duplicate.

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  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Can anyone recommend an AI sandbox?

    - by user19433
    I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time! I've been really looking for some way to concentrate on AI coding but couldn't succeeded to find an AI environment I can focus on. I just want to use an AI sandbox environment which would let me have tools like: visibility information character controller able to easily define a level, with obstacles of course physics collider management triggers management don't need to be a shiny, eye candy graphical render : this is about pathfinding, tactical reasoning, etc.. I have tried : Unreal Dev Kit : while the new release announce is about C++ coding, this is about external tools and will be released in 2013 Cry Engine : really interesting as AI is presents here but coding with it appears to be an hell: did I got it wrong ? Half Life source, C4, Torque, Dx Studio : either quite old, not very useful or costly these imply to dig in documentation (when provided) to code everything, graphics included. Unity 3D : the most promising platform. While you also need to create your own environment, there are lot of examples. The disadvantage is, in addition to spend time to have this env. working, is the languages choice : C#, Javascript or Boo. C# is not that hard, but this implies you'll allways have to convert papers (I love those from Lars Linden) books codes, or anything you can have in Aigamedev are most often in C++. This is extra work. I've look at "Simple Path", the very good Arong Greenberg work but no source provided and AngryAnt work. AI Sandbox : this seems to be exactly what as AI coder I want to use. I saw some preview but from 2009 we still don't know what it will be about precisely, will it be opensource or free (I strongly doubt), will I be able to buy it? will it really provide me tools I need to focus on AI ? That being said, what is the best environment to be able to focus on AI coding only, is it even possible?

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • How can i get latency when using Game Center?

    - by Freddy
    I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the multiplayer performance. But, I need to know how long it took for a package to travel from one device to the another device (latency) for the algorithm to work good. As for now, I have solved the problem by sending a double with time interval since 1970 in the package and then I compare it with the time at the other device. However I have heard that the NSDate methods is connected to the internet, which also will cause latency so the time interval would not be perfectly correct. What is the ideal way to check for how long it take for a package to be sent?

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • Access Violation when trying to bind Vertex Object Array

    - by Paul
    I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); I have searched the internet high and low for a solution and I haven't found one. The rest of my function looks like this: int main(array<System::String ^> ^args) { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 0); // 4x antialiasing glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context if( !glfwOpenWindow( 800, 600, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Game Engine" ); // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glfwEnable( GLFW_STICKY_KEYS );

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

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  • DX11 - Weird shader behavior with and without branching

    - by Martin Perry
    I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp == 0) val = X2; I rewite it this way, but this piece of code doesn ´t word correctly tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 val = !tmp * X2 However if I change it to: tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 if (!tmp) val = !tmp * X2 It works fine... but it is useless because of "if", which need to be eliminated I honestly don´t understand it Posted Image . I tried compilation with NO and FULL optimalization, result is same

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • SDL 1.2 reports wrong screen size

    - by Aaron Digulla
    I have a multi-monitor setup with two displays, both 1920x1200. In games, I can only select resolutions 1920x1200 (like 2560x1200) which makes games unusable. Full screen doesn't work either because it switches one display to 800x600 which means I can't reach the close button... I have to kill the game and then, I have to restore my desktop because all windows are moved/resized. How can I force SDL to use any resolution that I want?

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  • What can make peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but i don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • glGetActiveAttrib on Android NDK

    - by user408952
    In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with some added debug info since it's not really working): int shaders[] = { m_ps, m_vs }; if(linkProgram(shaders, 2)) { ASSERT(glIsProgram(m_program) == GL_TRUE, "program is invalid"); int attrCount = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &attrCount)); int maxAttrLength = 0; GL_CHECKED(glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttrLength)); LOG_INFO("shader", "got %d attributes for '%s' (%d) (maxlen: %d)", attrCount, name, m_program, maxAttrLength); m_attrs.reserve(attrCount); GLsizei attrLength = -1; GLint attrSize = -1; GLenum attrType = 0; char tmp[256]; for(int i = 0; i < attrCount; i++) { tmp[0] = 0; GL_CHECKED(glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)); LOG_INFO("shader", "%d: %d %d '%s'", i, attrLength, attrSize, tmp); m_attrs.append(String(tmp, attrLength)); } } GL_CHECKED is a macro that calls the function and calls glGetError() to see if something went wrong. This code works perfectly on Windows 7 using ANGLE and gives this this output: info:shader: got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) info:shader: 0: 7 1 'a_Color' info:shader: 1: 10 1 'a_Position' But on my Nexus 7 (1st gen) I get the following (the errors are the output from the GL_CHECKED macro): I/testgame:shader(30865): got 2 attributes for 'static/simplecolor.glsl' (3) (maxlen: 11) E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 0: -1 -1 '' E/testgame:gl(30865): 'glGetActiveAttrib(m_program, GLuint(i), sizeof(tmp), &attrLength, &attrSize, &attrType, tmp)' failed: INVALID_VALUE [jni/src/../../../../src/Game/Asset/ShaderAsset.cpp:50] I/testgame:shader(30865): 1: -1 -1 '' I.e. the call to glGetActiveAttrib gives me an INVALID_VALUE. The opengl docs says this about the possible errors: GL_INVALID_VALUE is generated if program is not a value generated by OpenGL. This is not the case, I added an ASSERT to make sure glIsProgram(m_program) == GL_TRUE, and it doesn't trigger. GL_INVALID_OPERATION is generated if program is not a program object. Different error. GL_INVALID_VALUE is generated if index is greater than or equal to the number of active attribute variables in program. i is 0 and 1, and the number of active attribute variables are 2, so this isn't the case. GL_INVALID_VALUE is generated if bufSize is less than 0. Well, it's not zero, it's 256. Does anyone have an idea what's causing this? Am I just lucky that it works in ANGLE, or is the nvidia tegra driver wrong?

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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