Search Results

Search found 25377 results on 1016 pages for 'development'.

Page 492/1016 | < Previous Page | 488 489 490 491 492 493 494 495 496 497 498 499  | Next Page >

  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

    Read the article

  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

    Read the article

  • 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.

    Read the article

  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

    Read the article

  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

    Read the article

  • Confusion with floats converted into ints during collision detection

    - by TheBroodian
    So in designing a 2D platformer, I decided that I should be using a Vector2 to track the world location of my world objects to retain some sub-pixel precision for slow-moving objects and other such subtle nuances, yet representing their bodies with Rectangles, because as far as collision detection and resolution is concerned, I don't need sub-pixel precision. I thought that the following line of thought would work smoothly... Vector2 wrldLocation; Point WorldLocation; Rectangle collisionRectangle; public void Update(GameTime gameTime) { Vector2 moveAmount = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds wrldLocation += moveAmount; WorldLocation = new Point((int)wrldLocation.X, (int)wrldLocation.Y); collisionRectangle = new Rectangle(WorldLocation.X, WorldLocation.Y, genericWidth, genericHeight); } and I guess in theory it sort of works, until I try to use it in conjunction with my collision detection, which works by using Rectangle.Offset() to project where collisionRectangle would supposedly end up after applying moveAmount to it, and if a collision is found, finding the intersection and subtracting the difference between the two intersecting sides to the given moveAmount, which would theoretically give a corrected moveAmount to apply to the object's world location that would prevent it from passing through walls and such. The issue here is that Rectangle.Offset() only accepts ints, and so I'm not really receiving an accurate adjustment to moveAmount for a Vector2. If I leave out wrldLocation from my previous example, and just use WorldLocation to keep track of my object's location, everything works smoothly, but then obviously if my object is being given velocities less than 1 pixel per update, then the velocity value may as well be 0, which I feel further down the line I may regret. Does anybody have any suggestions about how I might go about resolving this?

    Read the article

  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

    Read the article

  • Why do consoles have so little memory compared to classic computers?

    - by jokoon
    I remember the Playstation having 2MB ram and 1MB graphic memory. The Playstation 3 now has only 256MB ram and 256MB graphic memory, and I'm sure that the day the console was released, even laptop's "standard" capacity was at least 1GB. So why do they put so little memory in their machines, while developers would benefit a lot by having more ? Or is the memory that much faster than desktops and thus more expensive ? Or is it not that much worth it for developers ? What are the Sony/XBox/Nintendo engineers thinking that seems to be the same reason ?

    Read the article

  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

    Read the article

  • Setting density for Android game

    - by Asghar
    I am developing an Android game, in which a ball (bitmap) translates( is in motion). So I have provided motion equations for the ball. I have checked my app on Samsung galaxy S2 whose actual density is roundly 252 dpi, and It works fine on that. So my question is that Does these motions of bitmaps in surfaceView, depends on actual density of phone( i.e 252 dpi for S2) or generalized density(i.e 240 dpi). I am confused whether if I run this app on 235 dpi smartphone, So will it have the same performance of motion as it is on Galaxy S2( with 252 dpi) or it would be little slow ? Any help will be appreciated.

    Read the article

  • Read an object from compressed file generated from ActionScript 3

    - by Last Chance
    I have made a simple game Map Editor and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); I had successfully saved a compressed object to a file. Now the problem is my server side need to read this file and decompress the array out from the file, then convert it to a Python list. Is that possible?

    Read the article

  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

    Read the article

  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

    Read the article

  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

    Read the article

  • Design: How to model / where to store relational data between classes

    - by Walker
    I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right." There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a TradingPost which can offer various Resources depending on the Base's tech level. Where is the right place to store the minimum tech level a base must possess to offer any given resource? A database seems like overkill. Putting it in each subclass of Resource seems wrong--that's not an intrinsic property of the Resource. Do I have a mediating class, and if so, how does it work? It's important that I not be duplicating code; that I have one place where I set the required tech level for a given item. Essentially, where does this data belong? P.S. Feel free to change the title; I struggled to come up with one that fits.

    Read the article

  • Open GL polygons not displaying

    - by Darestium
    I have tried to follow nehe's opengl tutorial lesson 2. I use sfml for my window creation. The problem I have is that both the triangle and the quad don't show up on the screen: #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app, const sf::Input &input); void renderCube(sf::Window *app, sf::Clock *clock); void renderGlScene(sf::Window *app); void init(); int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 2"); app.UseVerticalSync(false); init(); while (app.IsOpened()) { processEvents(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable z-buffer and read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); // Reset the view glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 units and into the screen 6.0 glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); // Draw a quad glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); } I would greatly appreciate it if someone could help me resolve my issue.

    Read the article

  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

    Read the article

  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

    Read the article

  • Engine for 2D Top-Down Physics-Based Skeletal Animation

    - by RylandAlmanza
    I just watched at the Sui Generis video, and was completely amazed. Specifically, the part where the big troll thing is beating up the player with his flail. This got me really excited, and I would like to try implementing something like this in a 2D Top-Down format. Something like this. That atloria example seems simple enough, but it's not exactly what I'm looking to make. I think atloria is using predefined animations, where as I would like to make something more physics-based like the Sui Generis engine does. So, I'm wondering what physics engines might work for something like this, and if I'd need to implement my own skeletal system, or if I could just use "joints" and such from the engine. The only experience I have in terms of physics engines is Box2D, which I've heard shouldn't be used for top-down settings, and I can think of a few reasons it wouldn't work out well. One of those reasons being gravity. In box 2D, gravity pulls towards a side of the screen (usually the bottom.) I wouldn't want my player's forearms constantly being pulled to one side. :) Also should mention that the programming language doesn't matter all that much to me. I'm currently playing with HTML5 stuff, though. :) Thanks in advance!

    Read the article

  • Which 3D file formats support multiple animations? [on hold]

    - by Justin
    I'm working on a 3D application that uses Assimp to import 3D models with animations. Personally, I use Blender to create the models and animations. I'm having trouble exporting multiple animations, however. For example, I'd like to have an idle animation, a walk animation, a run animation, etc. So far I've tried COLLADA and DirectX without much success. The COLLADA export will include the first animation, but not any of the others. The DirectX doesn't include any animation. Which 3D file formats support multiple animations? (Preferably one that Assimp can import. Also, the Assimp website says that it doesn't support .blend files with animation, otherwise I'd just do that.)

    Read the article

  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

    Read the article

  • How to create games with scrolling?

    - by Chandan Shetty SP
    In games like city story or we farm how do they implement scrolling? To do scrolling using UIScrollView the EAGLView size has to be bigger. In those games EAGLView size look like more than 1024*1024. But there is limitation in viewport size in iphone devices(in 3G iphone max is 1024). I played those games in 3G iphone they are working fine. Any idea how they implemented their scrolling mechanism?

    Read the article

  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

    Read the article

  • Box2D platformer movement. Should i mess with velocity?

    - by Romeo
    I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this: player.body.applyLinearImpulse(new Vec2(0, 30000000), player.body.getPosition()); The problem is that the xVelocity doesn't remain the same during the jump so it isn't looking natural. Is there any way to modify only the x velocity of the body so that before jumping I store it in a variable and after jumping I apply it to the body? I hope you understand what I am trying to say.

    Read the article

  • How to choose how to store data?

    - by Eldros
    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. - Chinese Proverb I could ask what kind of data storage I should use for my actual project, but I want to learn to fish, so I don't need to ask for a fish each time I begin a new project. So, until I used two methods to store data on my non-game project: XML files, and relational databases. I know that there is also other kind of database, of the NoSQL kind. However I wouldn't know if there is more choice available to me, or how to choose in the first place, aside arbitrary picking one. So the question is the following: How should I choose the kind of data storage for a game project? And I would be interested on the following criterion when choosing: The size of the project. The platform targeted by the game. The complexity of the data structure. Added Portability of data amongst many project. Added How often should the data be accessed Added Multiple type of data for a same application Any other point you think is of interest when deciding what to use. EDIT I know about Would it be better to use XML/JSON/Text or a database to store game content?, but thought it didn't address exactly my point. Now if I am wrong, I would gladely be shown the error in my ways.

    Read the article

< Previous Page | 488 489 490 491 492 493 494 495 496 497 498 499  | Next Page >