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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • Gesture Detector not firing

    - by Tyler
    So I'm trying to create a input class that implements a InputHandler & GestureListener in order to support both Android & Desktop. The problem is that not all the methods are being called properly. Here is the input class definition & a couple of the methods: public class InputHandler implements GestureListener, InputProcessor{ ... public InputHandler(OrthographicCamera camera, Map m, Player play, Vector2 maxPos) { ... @Override public boolean zoom(float originalDistance, float currentDistance) { //this.zoom = true; this.zoomRatio = originalDistance / currentDistance; cam.zoom = cam.zoom * zoomRatio; Gdx.app.log("GestureDetector", "Zoom - ratio: " + zoomRatio); return true; } @Override public boolean touchDown(int x, int y, int pointerNum, int button) { booleanConditions[TOUCH_EVENT] = true; this.inputButton = button; this.inputFingerNum = pointerNum; this.lastTouchEventLoc.set(x,y); this.currentCursorPos.set(x,y); if(pointerNum == 1) { //this.fingerOne = true; this.fOnePosition.set(x, y); } else if(pointerNum == 2) { //this.fingerTwo = true; this.fTwoPosition.set(x,y); } Gdx.app.log("GestureDetector", "touch down at " + x + ", " + y + ", pointer: " + pointerNum); return true; } The touchDown event always occurs but I can never trigger Zoom (or pan among others...). The following is where I register and create the input handler in the "Game Screen". public class GameScreen implements Screen { ... this.inputHandler = new InputHandler(this.cam, this.map, this.player, this.map.maxCamPos); Gdx.input.setInputProcessor(this.inputHandler); Anyone have any ideas why zoom, pan, etc... are not triggering? Thanks!

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  • CodePlex Daily Summary for Monday, August 13, 2012

    CodePlex Daily Summary for Monday, August 13, 2012Popular ReleasesDeForm: DeForm v1.0: Initial Version Support for: GaussianBlur effect ConvolveMatrix effect ColorMatrix effect Morphology effectLiteBlog (MVC): LiteBlog 1.31: Features of this release Windows8 styled UI Namespace and code refactoring Resolved the deployment issues in the previous release Added documentation Help file Help file is HTML based built using SandCastle Help file works in all browsers except IE10Self-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 2.0.0 for VS11: Self-Tracking Entity Generator for WPF and Silverlight v 2.0.0 for Entity Framework 5.0 and Visual Studio 2012Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.6.0: New Stuff ImageTile Control - think People Tile MicrophoneRecorder - Coding4Fun.Phone.Audio GzipWebClient - Coding4Fun.Phone.Net Serialize - Coding4Fun.Phone.Storage this is code I've written countless times. JSON.net is another alternative ChatBubbleTextBox - Added in Hint TimeSpan languages added: Pl Bug Fixes RoundToggleButton - Enable Visual State not being respected OpacityToggleButton - Enable Visual State not being respected Prompts VS Crash fix for IsPrompt=true More...AssaultCube Reloaded: 2.5.2 Unnamed: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to pack it. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Added 3rd person Added mario jumps Fixed nextprimary code exploit ...NPOI: NPOI 2.0: New features a. Implement OpenXml4Net (same as System.Packaging from Microsoft). It supports both .NET 2.0 and .NET 4.0 b. Excel 2007 read/write library (NPOI.XSSF) c. Word 2007 read/write library(NPOI.XWPF) d. NPOI.SS namespace becomes the interface shared between XSSF and HSSF e. Load xlsx template and save as new xlsx file (partially supported) f. Diagonal line in cell both in xls and xlsx g. Support isRightToLeft and setRightToLeft on the common spreadsheet Sheet interface, as per existin...BugNET Issue Tracker: BugNET 1.1: This release includes bug fixes from the 1.0 release for email notifications, RSS feeds, and several other issues. Please see the change log for a full list of changes. http://support.bugnetproject.com/Projects/ReleaseNotes.aspx?pid=1&m=76 Upgrade Notes The following changes to the web.config in the profile section have occurred: Removed <add name="NotificationTypes" type="String" defaultValue="Email" customProviderData="NotificationTypes;nvarchar;255" />Added <add name="ReceiveEmailNotifi...ClosedXML - The easy way to OpenXML: ClosedXML 0.67.0: Conditional formats now accept formulas. Major performance improvement when opening files with merged ranges. Misc fixes.Virtual Keyboard: Virtual Keyboard v2.0 Source Code: This release has a few added keys that were missing in the earlier versions.Visual Rx: V 2.0.20622.9: help will be available at my blog http://blogs.microsoft.co.il/blogs/bnaya/archive/2012/08/12/visual-rx-toc.aspx the SDK is also available though NuGet (search for VisualRx) http://nuget.org/packages/VisualRx if you want to make sure that the Visual Rx Viewer can monitor on your machine, you can install the Visual Rx Tester and run it while the Viewer is running.????: ????2.0.5: 1、?????????????。RiP-Ripper & PG-Ripper: PG-Ripper 1.4.01: changes NEW: Added Support for Clipboard Function in Mono Version NEW: Added Support for "ImgBox.com" links FIXED: "PixHub.eu" links FIXED: "ImgChili.com" links FIXED: Kitty-Kats Forum loginPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 5): Support for Smooth Streaming SDK beta 2 Support for live playback New bitrate meter and SD/HD indicators Auto smooth streaming track restriction for snapped mode to conserve bandwidth New "Go Live" button and SeekToLive API Support for offset start times Support for Live position unique from end time Support for multiple audio streams (smooth and progressive content) Improved intellisense in JS version Support for Windows 8 RTM ADDITIONAL DOWNLOADSSmooth Streaming Client SD...Media Companion: Media Companion 3.506b: This release includes an update to the XBMC scrapers, for those who prefer to use this method. There were a number of behind-the-scene tweaks to make Media Companion compatible with the new TMDb-V3 API, so it was considered important to get it out to the users to try it out. Please report back any important issues you might find. For this reason, unless you use the XBMC scrapers, there probably isn't any real necessity to download this one! The only other minor change was one to allow the mc...NVorbis: NVorbis v0.3: Fix Ogg page reader to correctly handle "split" packets Fix "zero-energy" packet handling Fix packet reader to always merge packets when needed Add statistics properties to VorbisReader.Stats Add multi-stream API (for Ogg files containing multiple Vorbis streams)System.Net.FtpClient: System.Net.FtpClient 2012.08.08: 2012.08.08 Release. Several changes, see commit notes in source code section. CHM help as well as source for this release are included in the download. Remember that Windows 7 by default (and possibly older versions) will block you from opening the CHM by default due to trust settings. To get around the problem, right click on the CHM, choose properties and click the Un-block button. Please note that this will be the last release tested to compile with the .net 2.0 framework. I will be remov...Isis2 Cloud Computing Library: Isis2 Alpha V1.1.967: This is an alpha pre-release of the August 2012 version of the system. I've been testing and fixing many problems and have also added a new group "lock" API (g.Lock("lock name")/g.Unlock/g.Holder/g.SetLockPolicy); with this, Isis2 can mimic Chubby, Google's locking service. I wouldn't say that the system is entirely stable yet, and I haven't rechecked every single problem I had seen in May/June, but I think it might be good to get some additional use of this release. By now it does seem to...JSON C# Class Generator: JSON CSharp Class Generator 1.3: Support for native JSON.net serializer/deserializer (POCO) New classes layout option: nested classes Better handling of secondary classesAxiom 3D Rendering Engine: v0.8.3376.12322: Changes Since v0.8.3102.12095 ===================================================================== Updated ndoc3 binaries to fix bug Added uninstall.ps1 to nuspec packages fixed revision component in version numbering Fixed sln referencing VS 11 Updated OpenTK Assemblies Added CultureInvarient to numeric parsing Added First Visual Studio 2010 Project Template (DirectX9) Updated SharpInputSystem Assemblies Backported fix for OpenGL Auto-created window not responding to input Fixed freeInterna...DotSpatial: DotSpatial 1.3: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...New Projects.NET Weather Component: NET Weather is a component that will allow you to query various weather services for forcasts, current observations, etc..AxisProvider: Axis is a .NET reactive extensions based subscription and publication framework.Blawkay Hockey: Some xna testing i'm doing.Bolt Browser: Browse the web with ease. You'll never meet a browser more simple, friendly and easy to use. Blaze through the web the way it should be. Fast and beautiful.dotHTML: dotHTML provides a .NET-based DOM for HTML and CSS, facilitating code-driven creation of Web data.Fake DbConnection for Unit Testing EF Code: Unit test Entity Framework 4.3+ and confirm you have valid LINQ-to-Entities code without any need for a database connection.FNHMVC: FNHMVC is an architectural foundation for building maintainable web applications with ASP.NET, MVC, NHibernate & Autofac.FreeAgentMobile: FreeAgentMobile is a Windows Phone project intended to provide access to the FreeAgent Accounting application.Lexer: Generate a lexical analyzer (lexer) for a custom grammar by editing a T4 template.LibXmlSocket: XmlSocket LibraryMaxAlarm: This progect i create for my friend Igor.Minecraft Text Splitter: This tool was made to assist you in writing Minecraft books by splitting text into 255-byte pages and auto-copying it for later pasting into Minecraft.MxPlugin: MxPlugin is a project which demonstrates the calling of functions contained in DLLs both statically and dynamically. Parser: Generate a parser for a custom grammar by editing a T4 template.Sliding Boxes Windows Phone Game source code: .SmartSpider: ??????Http???????????,????????、??、???????。techsolittestpro: This project is testting project of codeplexThe Tiff Library - Fast & Simple .Net Tiff Library: The Tiff Library - Fast & Simple .Net Tiff LibraryVirtualizingWrapPanel: testVisual Rx: Visual Rx is a bundle of API and a Viewer which can monitor and visualize Rx datum stream (at run-time).we7T: testWebForms Transverse Library: This projet is aimed to compile best practices in ASP .NET WebForms development as generic tools working with UI components from various origins.

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • Linux multiplayer server, need some help.

    - by Viktor
    I need to write a server for a game, which is closer to action type game, so needs fast communication. There must be only one server, I'll just split the world in zones, but this is not the question. Client will be written in java using jMonkeyEngine. In my opinion I should write the server in java. I don't want to implement any low level features such as communication, reliable udp, etc. Can you suggest any java libraries that already implement this? Or maybe there is more suitable languages to implement this project (must run on linux)?

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  • 3D transformations in WPF & DirectX/Direct3D or OpenGL

    - by user2723417
    I need your help with 3D transformations. I have a sphere and I want to deform it by a mouse click or a mouse move. I want to make a furrow or to bite off a piece of the sphere without any breaks of 3D material. It is possible in WPF, but if the quantity of 3D points is more then 25 000, it creates some freezes in a dynamic mode (animation breaks), because the object of MeshGeometry3D class should be reconstructed every time to stop the breaks of 3D material. Give me advice about tools for the realization of my task. Maybe it can be done with the help of DirectX/Direct3D or OpenGL? I am a newcomer in these collections of APIs, but I would like to study them. I need to integrate the process of transformation in WPF application.

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • multi-dimension array problem in RGSS (RPG Maker XP)

    - by AzDesign
    This is my first day code script in RMXP. I read tutorials, ruby references, etc and I found myself stuck on a weird problem, here is the scenario: I made a custom script to display layered images Create the class, create an instance variable to hold the array, create a simple method to add an element into it, done The draw method (skipped the rest of the code to this part): def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') image[index].x = @x + @components[i][1] image[index].y = @y + @components[i][2] image[index].z = @z + @components[i][3] @test =+ 1 end end Create an event that does these script > $layerz = Layerz.new $layerz.configuration[0] = ['root',0,0,1] > $layerz.configuration[1] = ['bark',0,10,2] > $layerz.configuration[2] = ['branch',0,30,3] > $layerz.configuration[3] = ['leaves',0,60,4] $layerz.draw Run, trigger the event and the result : ERROR! Undefined method`[]' for nil:NilClass pointing at this line on draw method : image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') THEN, I changed the method like these just for testing: def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[0][0] + '.png') image[index].x = @x + @components[0][1] image[index].y = @y + @components[0][2] image[index].z = @z + @components[0][3] @test =+ 1 end I changed the @components[i][0] to @components[0][0] and IT WORKS, but only the root as it not iterates to the next array index Im stuck here, see : > in single level array, @components[0] and @components[i] has no problem > in multi-dimension array, @components[0][0] has no problem BUT > in multi-dimension array, @components[i][0] produce the error as above > mentioned. any suggestion to fix the error ? Or did I wrote something wrong ?

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  • Compiling Quake 3 in Snow Leopard

    - by Xap87
    First of all I have Xcode 4 installed in Mac OS X Snow Leopard 10.6.8. I have downloaded the Quake 3 source code 1.32b release but I can't open the Xcode project that is inside the /macosx folder since it is in the old .pbproj format and therefore it throws an "incompatible version" error. Has anyone been able to convert this to a Xcode format or is there any other way to compile the source code in Mac OS X Snow Leopard? Thanks

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  • planar shadow matrix and plane b value

    - by DevExcite
    I implemented planar shadows with the function D3DXMatrixShadow. As you know, we need plane and light factor to calculate a shadow matrix. The problem is that when I set the plane as D3DXPLANE p(0, -1, 0, 0.1f), the shadows by directional light are correctly rendered, but the shadows by point light are not rendered. However, if I use D3DXPLANE p(0, 1, 0, 0.1f), the situation is reversed, shadows by directional light are not drawn, the shadows by point light are ok. I cannot understand why it happens. Is it normal or am i missing something? Please explain to me why this happens. Thanks in advance.

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Loading SpriteFont through a different class than Game.cs

    - by MintyAnt
    I am trying to load up a single SpriteFont to print some debug information. In our current game, we load up both Textures and Music through a ResourceManager. They are both loaded with a filestream, and thus do not require Content.Load SoundEffect soundEffect = SoundEffect.FromStream( fs ); Since this ResourceManager does not inherit from Game or is like Game.cs, I cannot use the usual method: SpriteFont spriteFont = Content.Load<SpriteFont>(resource.Key.Item2); Anyone have any idea how I can either: -Load the SpriteFont a different way -Create my own Contentmanager

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • MMO Data Persistence Question

    - by JasonG
    I wanted to ask a question regarding data persistence strategies for an MMO. I have some experience in the games industry with social synchronous games. At Zynga, we stored static proto data in XML on both the client and the server and stored instance/runtime data in membase. For clarity sake, proto data for a Potion would be PotionName or MaxCharges, while runtime/instance data would be something like ChargesRemaining. So basically, if a player picks up a potion the instance is (via prediction) created from XML data on the client, the request gets sent to the server where the instance is created from XML and then added to membase. Is the same strategy that would be used for soemthing like an MMO? Would it be feasible to have static proto data in some kind of in-memory no-sql database on both client and server with instance data being stored on the server in a more enterprise level database? Or should all data (proto/instance) be stored on the server and the client gets everything from server? I know a lot of this might on certain game requirements, however, i'm basically looking for some general opinion/best practices here if there are any.

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • rotating model around own Y-axis XNA

    - by ChocoMan
    I'm have trouble with my model rotating around it's own Y-axis. The model is a person. When I test my world, the model is loaded at a position of 0, 0, 0. When I rotate my model from there, the model rotates like normal. The problem comes AFTER I moved the model to a new position. If I move the the model forward, left, etc, then try to rotate it on it's own Y-Axis, the model will rotate, but still around the original position in a circular manner (think of yourself swing around on a rope, but always facing outward from the center). Does anyone know how to keep the center point of rotation updated?

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

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  • Use depth bias for shadows in deferred shading

    - by cubrman
    We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the second one stores the depth of the scene captured by the light's camera. We then ran a shader that analyzes the two maps and outputs the third one with the ready shadow areas for the current frame. The problem we face is a classic one: Self-Shadowing: A standard way to solve this is to use the slope-scale depth bias and depth offsets, however as we are doing things in a deferred way we cannot employ this algorithm. Any attempts to set depth bias when capturing light's view depth produced no or unsatisfying results. So here is my question: MSDN article has a convoluted explanation of the slope-scale: bias = (m × SlopeScaleDepthBias) + DepthBias Where m is the maximum depth slope of the triangle being rendered, defined as: m = max( abs(delta z / delta x), abs(delta z / delta y) ) Could you explain how I can implement this algorithm manually in a shader? Maybe there are better ways to fix this problem for deferred shadows?

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  • Per Pixel Collision Detection

    - by CJ Cohorst
    Just a quick question, I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code? Any help is appreciated. Thanks in advance!

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