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  • Previewing a Demo Level in Mobile for UDK?

    - by Reno Yeo
    I've already clicked on "Emulate Mobile Features" and everything has been compiled. I've also set the mobile previewer settings to iPhone 4's dimensions and features. However, when i click on the mobile previewer, a new window pops up but it goes into a "Not Responding" mode after a while. Is there anything I'm doing wrong? To be honest, I'm afraid of the difficulty curve required in learning UDK, but I am interested in developing a game for it.

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  • What game systems exist which uses camera input?

    - by Marc Pilgaard
    The group and I is in the middle of a semester project where we are currently researching on which game systems are using camera as input or as an interactive medium? We would like some help listing some of the game systems which uses camera input, as it seems hard to find other examples. Currently we know that webcam browser games uses camera input (Newgrounds webcam games), as well as the xbox kinect. I know this questions seems rather vague, though I still hope some people is capable of helping.

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • How do i approach this collision model?

    - by PeeS
    this is the game level prototype i have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, every object inside has it's own AABB, even the room itself has AABB. So a player is like 'inside the Room AABB'. My player will be exactly inside the room, so he would have to collide correctly with those AABBs, so that when he hits any of those objects inside he get's a proper collision response from those AABB's. Now i would like to hear from you what kind of collision approach should i choose in here? How do i approach this kind of stuff: AABB to AABB collision detection then when this is positive go with AABB - Tri to find proper plane normal and calculate response ? AABB to AABB then when positive go with AABB - AABB Side check to find proper proper plane normal and calculate response? Anything else? How do you do this ? Many thanks.

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  • I am looking to create realistic car movement using vectors

    - by bobthemac
    I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because they didn't exist. I have looked at the cos and sin functions but don't understand how to use them or how to get the car movement working correctly using vectors. I have no code because I am not sure what to do sorry. Any help is appreciated. EDIT: I have restrictions that I must use the TL engine for my game, I am not allowed to add any sort of physics engine. It must be programmed in c++. Here is a sample of what i got from trying to follow what was done in the link I provided. if(myEngine->KeyHeld(Key_W)) { length += carSpeedIncrement; } if(myEngine->KeyHeld(Key_S)) { length -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_A)) { angle -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_D)) { angle += carSpeedIncrement; } carVolocityX = cos(angle); carVolocityZ = cos(angle); car->MoveX(carVolocityX * frameTime); car->MoveZ(carVolocityZ * frameTime);

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  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

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  • andEngine dynamic sprites

    - by Blucreation
    Ive just started with andEngine the past week and i only started learning java/android 3 weeks. I can use a for loop to add multiple sprites to the screen but when i try to check collisions on them it only does it to one and not the rest. I want to be able to add a specific number for sprites made from the same texture to the scene, add collision detection to them and also make them slide across the screen (im making a game where you avoid the obstacles). My simple code: private void createobstacle(float pX, float pY) { obstacle = new AnimatedSprite(pX, pY, this.mObjTextureRegion.deepCopy(), getVertexBufferObjectManager()); obstacle.setScale(MathUtils.random(0.5f, 3f)); scene.attachChild(obstacle); } private void createobstacle(int num) { for(int i=0; i<=num; i++ ) { final float xPos = MathUtils.random(30.0f, (CAMERA_WIDTH - 30.0f)); final float yPos = MathUtils.random(30.0f, (CAMERA_HEIGHT - 30.0f)); createobstacle(xPos, yPos); } } Ive read about arrays but i cannot find any tutorials about anything im stuck with. Any help would be great!

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • How to move an object using X and Y coordinates in JavaScript

    - by Geroy290
    I am making a 2d game with JavaScript and HTML5 and am trying to move an image that I have drawn with JavaScript like so: //canvas var c = document.getElementById("gameCanvas"); var ctx = c.getContext("2d"); //baseball var baseball = new Image(); baseball.onload = function() { ctx.drawImage(baseball, 400, 425); }; baseball.src = "baseball2.png"; I'm not sure how I would move it though, I have seen many people seem to just type something like ballX and ballY but I don't understand where the actual x and y definition comes from. Here is my code so far: http://jsfiddle.net/xRfua/ I have a different image source but it is a local source so I couldn't include it. Thanks in a dvance for any help!

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

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

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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  • Looking for articles/books on: How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

    - by sunsunsunsunsun
    Im trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole chunk into a single VBO. I was previously only putting each block into a vbo and making a call to render each block. Anyways, I am a bit confused about how I can translate the coordinates of each block in the chunk when I'm putting all vertices into one vbo. This is what I have at the moment. public void putVertices(float tx, float ty, float tz) { float l_length = 1.0f; float l_height = 1.0f; float l_width = 1.0f; vertexPositionData.put(new float[]{ xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty,zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty,zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz }); } public void createChunk() { vertexPositionData = BufferUtils.createFloatBuffer((24*3)*activateBlocks); Random random = new Random(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int z = 0; z < CHUNK_SIZE; z++) { if(blocks[x][y][z].getActive()) { putVertices(x*2.0f, y*2.0f, z*2.0f); } } } } Whats any easy way to translate the vertices of each block into its correct position? I was previously using glTranslatef with each call to render block but this wont work now. What I am doing now also does not work, the blocks all render in stacks on top of each other and it looks like this: http://i.imgur.com/NyFtBTI.png Thanks

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • swf file not playing aftre being published

    - by rsquare
    i am trying to run the 'connector' example that comes bundled with smartfoxserver2x downloads..there it connects to the server and loads the correct configuration file. when i run it in adobe flash professional 5,it runs correctly and connects to the server but after being published as SWF movie,it doesnt work.it loads the configuration file but cant connect and gives error connection failure..ERROR 2048 this is the example i am talking about. http://docs2x.smartfoxserver.com/ExamplesFlash/connector

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