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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • Glitch-free cross-fades in HTML5

    - by Alexander Gladysh
    In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first sprite should vanish, and be replaced with the second one. How exactly the cross-fade is done — does not matter, as long as it is smooth and there are no visual glitches. I've tried two techniques: During the cross-fade I simultaneously interpolate alpha of the first sprite from 1.0 to 0.0, and alpha of the second sprite — from 0.0 to 1.0. With this technique I can see background in the middle of the cross-fade. That's because both sprites are semi-transparent most of the time. During the cross-fade I first interpolate alpha of the second sprite from 0.0 to 1.0 (first sprite alpha is at 1.0), and then interpolate alpha of the first sprite from 1.0 to 0.0. With this technique background is not seen, but the glow around sprites flashes during the cross-fide — when both sprites are near the full visibility. In non-HTML5 game I'd use shaders to do cross-fade separately in RGB and alpha channels. Is there a trick to do the cross-fade I need in HTML5 without visual glitches?

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  • How to create a copy of an instance without having access to private variables

    - by Jamie
    Im having a bit of a problem. Let me show you the code first: public class Direction { private CircularList xSpeed, zSpeed; private int[] dirSquare = {-1, 0, 1, 0}; public Direction(int xSpeed, int zSpeed){ this.xSpeed = new CircularList(dirSquare, xSpeed); this.zSpeed = new CircularList(dirSquare, zSpeed); } public Direction(Point dirs){ this(dirs.x, dirs.y); } public void shiftLeft(){ xSpeed.shiftLeft(); zSpeed.shiftRight(); } public void shiftRight(){ xSpeed.shiftRight(); zSpeed.shiftLeft(); } public int getXSpeed(){ return this.xSpeed.currentValue(); } public int getZSpeed(){ return this.zSpeed.currentValue(); } } Now lets say i have an instance of Direction: Direction dir = new Direction(0, 0); As you can see in the code of Direction, the arguments fed to the constructor, are passed directly to some other class. One cannot be sure if they stay the same because methods shiftRight() and shiftLeft could have been called, which changes thos numbers. My question is, how do i create a completely new instance of Direction, that is basically copy(not by reference) of dir? The only way i see it, is to create public methods in both CircularList(i can post the code of this class, but its not relevant) and Direction that return the variables needed to create a copy of the instance, but this solution seems really dirty since those numbers are not supposed to be touched after beeing fed to the constructor, and therefore they are private.

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • Making body(box2d) a spite(andengine) in android

    - by Kadir
    I can't make body(box2d) a spite(andengine) and at the same time i wanna apply MoveModifier to sprite which is body.if i can make just body,it works namely the srites can collide.if i can apply just MoveModifier to sprites,the sprites can move where i want.but i wanna make body(they can collide) and apply MoveModifier(they can move where i want) at the same time.How can i do? this my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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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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  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

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  • Circle-Line Collision Detection Problem

    - by jazzdawg
    I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line collision detection test where each line represents and edge on the convex polygon brick. For the majority of the time the Circle-Line test works properly and the points of collision are resolved correctly. Collision detection working correctly. However, occasionally my collision detection code returns false due to a negative discriminant when the ball is actually intersecting the brick. Collision detection failing. I am aware of the inefficiency with this method and I am using axis aligned bounding boxes to cut down on the number of bricks tested. My main concern is if there are any mathematical bugs in my code below. /* * from and to are points at the start and end of the convex polygons edge. * This function is called for every edge in the convex polygon until a * collision is detected. */ bool circleLineCollision(Vec2f from, Vec2f to) { Vec2f lFrom, lTo, lLine; Vec2f line, normal; Vec2f intersectPt1, intersectPt2; float a, b, c, disc, sqrt_disc, u, v, nn, vn; bool one = false, two = false; // set line vectors lFrom = from - ball.circle.centre; // localised lTo = to - ball.circle.centre; // localised lLine = lFrom - lTo; // localised line = from - to; // calculate a, b & c values a = lLine.dot(lLine); b = 2 * (lLine.dot(lFrom)); c = (lFrom.dot(lFrom)) - (ball.circle.radius * ball.circle.radius); // discriminant disc = (b * b) - (4 * a * c); if (disc < 0.0f) { // no intersections return false; } else if (disc == 0.0f) { // one intersection u = -b / (2 * a); intersectPt1 = from + (lLine.scale(u)); one = pointOnLine(intersectPt1, from, to); if (!one) return false; return true; } else { // two intersections sqrt_disc = sqrt(disc); u = (-b + sqrt_disc) / (2 * a); v = (-b - sqrt_disc) / (2 * a); intersectPt1 = from + (lLine.scale(u)); intersectPt2 = from + (lLine.scale(v)); one = pointOnLine(intersectPt1, from, to); two = pointOnLine(intersectPt2, from, to); if (!one && !two) return false; return true; } } bool pointOnLine(Vec2f p, Vec2f from, Vec2f to) { if (p.x >= min(from.x, to.x) && p.x <= max(from.x, to.x) && p.y >= min(from.y, to.y) && p.y <= max(from.y, to.y)) return true; return false; }

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • Depth is disabled - How to turn on?

    - by marc wellman
    In XNA 3.1 is there any other way to disable depth in 3D Worlds using DirectX models other than GraphicsDevice.RenderState.DepthBufferEnable = false; ? The reason for my question is I have quite a huge program which offers a 3D World with a couple of 3D DirectX models inside. Depth was never an issue since it ever worked fine but since a few days after doing some modifications my models are all depth-translucent i.e. depth-buffering and/or culling seems to be disabled. But in my whole source code I never touch any of the options related to Depth or Culling which means I never turn these settings on explicitly nor turn it off somewhere. So I am searching for some other statement maybe related to the GraphicsDevice that implicitly turns depth off - but I can't find it. (Sorry that I don't post any source code but I have too much source code and I simply don't know where to search) UPDATE: These are a couple of simple objects seen with correct depth. These are the same objects in their current state.

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  • What would be a good filter to create 'magnetic deformers' from a depth map?

    - by sebf
    In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point in world space the deviation occurs and the extent. Simply transforming all occluded vertices to the depths as defined by the 'hull' is fairly effective, and has good performance, but it suffers the problem of not preserving the features of the mesh and requires extensive culling to avoid false-positives. I would like instead to generate from the depth deviation map a set of simple 'deformers' which will 'push'* all vertices of the deformed mesh outwards (in world space). This way, all features of the mesh are preserved and there is no need to have complex heuristics to cull inappropriate vertices. I am not sure how to go about generating this deformer set however. I am imagining something like an algorithm that attempts to match a spherical surface to each patch of contiguous deviations within a certain range, but do not know where to start doing this. Can anyone suggest a suitable filter or algorithm for generating deformers? Or to put it another way 'compressing' a depth map? (*Push because its fitting to a convex 'bulgy' humanoid so transforms are likely to be 'spherical' from the POV of the surface.)

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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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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  • Why don't C++ Game Developers use the boost library?

    - by James
    So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if you aren't using it, you're not writing "real' C++ (I disagree, but that's not the point). But then there is the game industry, which is well known for using C++ and not using boost. I can't help but wonder why that is. I don't care to use boost because I write games (now) as a hobby, and part of that hobby is implementing what I need when I am able to and using off-the-shelf libraries when I can't. But that is just me. Why don't game developers, in general, use the boost library? Is it performance or memory concerns? Style? Something Else? I was about to ask this on stack overflow, but I figured the question is better asked here. EDIT : I realize I can't speak for all game programmers and I haven't seen all game projects, so I can't say game developers never use boost; this is simply my experience. Allow me to edit my question to also ask, if you do use boost, why did you choose to use it?

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • Best way to handle realtime melee AI in authoritative network environment

    - by PrimeDerektive
    So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently handling the AI units authoritatively, the server calculates their pathing, movement, and pursue/attack logic, and syncs the movement to the clients 15x per second, and the state changes when they happen. When I emulate 200ms ping, though, the client can perceive being out of range to an AI's attack, but still take the hit, because on the server he hadn't moved that far yet. This also plays hell with my real-time blocking. I don't really want to allow the clients to be allowed to say "that was out of range" or "I blocked that", but I'm not really sure how else to handle it.

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