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  • How to deal with D3DX .dll hell?

    - by bluescrn
    There's a large number of versions of the D3DX dll, from each SDK update, each version having a unique name (http://www.toymaker.info/Games/html/d3dx_dlls.html). All-too-often, people have versions missing. So even though they have a compatible version of DirectX, your D3D-based project won't run on their machine. I want to be able to distribute games (little spare-time projects, game jam entries, etc) as a simple zip file, without the need for an installer. But a significant percentage of users run into missing D3DX .dll errors. And without an installer, Microsoft's official solution (the DirectX web installer/updater) isn't really much of a solution. Unfortunately, Microsoft still won't give us the option of static linking to D3DX (which would be a nice clean solution). And avoiding using D3DX isn't very practical, especially if you're working with shaders (and no, I'm not switching to OpenGL, at least for now) Does anyone have clever solutions to avoiding this DLL hell?

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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • How to make rigid bodies collide with Apex Clothing in PhysX for Maya

    - by b1nary.atr0phy
    According to the [Apex] Clothing Overview section of the documentation: Colliding with Rigid Bodies Rigid bodies present in your scene will push clothing around roughly as you might expect. Well, I beg to differ. The Apex Cloth collides with the floor just fine, but that's about the only thing it collides with (unless I add ragdoll to the same skeleton that the cloth is attached to.) So for example, if I try to bounce a ball (dynamic rigid body) into the cloth, it simply bounces through it. If I try to walk an actor with ragdoll through it, he simply clips through it as well. Anyone have any insight on this?

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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • How should I share variables between instances/classes?

    - by tesselode
    I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of the game's code in different classes, and having a table of instances with all of the instances of any class in it. This way, I can go through every instance of every class and update and draw it by calling the same function. There is a problem, though. Let's say I have an instance of a player with variables for health and recharge time of a weapon. I also have a master instance which is responsible for drawing the HUD. How can I tell the master instance what the player's health is? Bad solutions: Assuming that the player instance will always have the same position in the table - that can be easily changed. Using global variables. Global variables are evil. Have the master instance outside of the instances table, and have the player set variables inside the master instance, which it then uses for HUD drawing. This is really bad because now I have to make a duplicate of every variable the master instance needs. What is the proper, standard way of sharing variables between instances? Do I need to change the way I keep track of instances?

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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • What algorithm can I use to detect simple shapes in a 4x4 matrix?

    - by ion
    I'm working on a simple multiplayer game that receives a random 4x4 matrix from a server and extracts a shape from it. For example: XXOO OXOO XXOX XXOO XOOX and XOOO XXXX OXXX So in the first matrix the shape I want to parse is: oo o oo and the 2nd: oo oo ooo I know there must be an algorithm for this because I saw this kind of behavior on some puzzle games but I have no idea how to go about to detecting them or even where to start. So my question is: How do I detect what shape is in the matrix and how do I differentiate between multiple colors? (it doesn't come only in X and O, it comes in a maximum of 4). Additionally, the shape must be a minimum of 4 blocks.

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • Implementing 2D CSG (for collision shapes)?

    - by bluescrn
    Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons? I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or concave, but will be closed shapes, defined as a set of line segments, with no self-intersections. The use of this would be to construct a clean set of collision edges, for use with a 2D physics engine, from a scene consisting of many arbitrarily placed (and frequently overlapping) objects, each with their own collision shape. To begin with, I only need to 'add' shapes, but the ability to 'subtract', to create holes, may also be useful.

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

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  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

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  • Pix for visual studio express 2012 (Desktop)

    - by JohnB
    (Originally asked on stackoverflow) Using visual c++ express 2010 for direct3d you have to download the directX sdk and there is a tool called pix for debugging shaders, looking at 3d resources etc. With visual studio 2012 express the directx sdk is included in the windows sdk that comes with it but this does not seem to include the winpix.exe tool. Is this very useful tool still available? I guess I can still use the one from the previous sdk but it seems wrong to install the entire sdk just for that tool. Is there a version for VS2012 express that I'm missing?

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  • Is it possible to extract textures or sprites from compiled game files?

    - by Brian Reindel
    For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is it possible to extract them from installation files? Obviously I understand copyright implications, and I am only interested in using it for a recreational project. Instead of recreating them, I wonder if they can be extracted.

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Runescape Private Server - How does it work?

    - by Friend of Kim
    I've seen a lot of Runescape private servers lately. How do they work? Most of them are based on the old Runescape, but a few look exactly like the real Runescape. How do they make the servers? Has the source code of the game been leaked on several occasions, and is that used to make Runescape servers? Or have some people just replicated Runescape, and tried to make the same game themselves (and "stolen" the 3D objects and texture from Jagex to make it look the same, and written the code to be able to replicate most functions of Runescape)?

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