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  • Efficiently checking input and firing events

    - by Jim
    I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal event InputEvent XYZPressed; internal event InputEvent XYZHeld; internal event InputEvent XYZReleased; where XYZ is the name of the Keys object representing that key. To fire these events, I have the following for each key: if (Keyboard.GetState().IsKeyDown(XYZ)) { if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZHeld != null) XYZHeld(); } else { if (XYZPressed != null) XYZPressed(); } } else if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZReleased != null) XYZReleased(); } However, this is a lot of repeated code (the above needs to be repeated for each input key). Aside from being a hassle to write, if any keys are added to/removed from the keys (if functionality is added/removed), a new section needs to be added (or an existing one removed). Is there a cleaner way to do this? Perhaps something along the lines of foreach key check which state it's in fire this key's event for that state where the code does the foreach (automatically checking exactly those keys that "exist") rather than the coder?

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  • Networking gampeplay - Sending controller inputs vs. sending game actions

    - by liortal
    I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across the network, to be fed into the remote game's loop for processing. This seems a bit odd to me and i'd like to know what are the benefits of using such a method? To me, it seems that controller input is merely a way to gather data to be fed into the game, which in turn determines how to translate these into specific game actions. Why would i want to send the control data and not the game actions themselves?

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

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

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  • FBX SDK Not Converting Child Node Coordinate Systems

    - by Al Bundy
    I am trying to import a scene into my application from an fbx file. In 3DS Max, the scene and it’s local translations are as follows: Root (0, 0, 0) '-Sphere001 (-15, 30, 0) ' '-Sphere002 (-2, -30, 0) ' '-Sphere003 (-30, -20, 0) '-Cube001 (35, -15, 0) This is the code that I am using to get the translations of each node: FbxDouble3 fbxPosition = pChild->LclTranslation.Get(); FbxDouble3 fbxRotation = pChild->LclRotation.Get(); FbxDouble3 fbxScale = pChild->LclScaling.Get(); When I try to import the scene, the first node from the scene is getting converted to a right handed system, using this conversion: (X, Z, -Y), but none of their child nodes are. after importing the scene, the local translations I get are as follows: Root (0, 0, 0) --Sphere001 (-15, 0, -30) - converted ----Sphere002 (-2, -30, 0) - not converted ------Sphere003 (-30, -20, 0) - not converted --Cube001 (35, 0, 15) - converted Can anybody help me make sense of this? Thanks

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  • Adding objects to the environment at timed intervals

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

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  • Diagonal line of sight with two corners

    - by Ash Blue
    Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a wall with a gap on the other side at specific angles. The result I want is for the tile between two walls to be marked invalid as so. What is the fastest way to modify Bresenham's line algorithm to solve this? If there isn't a good solution, is there a better suited algorithm? Any ideas are welcome. Please note the solution should also be capable of supporting 3d. Edit: For the working source code and an interactive demo of the completed product please see http://ashblue.github.io/javascript-pathfinding/

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Perpendicularity of a normal and a velocity?

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

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  • Farseer Physics Engine and the Ms-PL License

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

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  • Tower defense game: Poison tower in fieldrunners dynamics

    - by Syed Ali Haider Abidi
    I had made a 2d tower defense game in unity3d. Done all the pathfinder, tower upgrading, cash stuff. Now the dynamics. Can one help me in making the dynamics of the paint tower.. Please remember as its a 2d game so I am working on spritesheets. This tower is more like the poison tower in fieldrunners. Fow now I have only one image which follows the enemy but it remains the same. But in fieldrunners it's more realistic -- it changes its direction when the enemies are on different angles.

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  • Page expired issue with back button and wicket SortableDataProvider and DataTable

    - by David
    Hi, I've got an issue with SortableDataProvider and DataTable in wicket. I've defined my DataTable as such: IColumn<Column>[] columns = new IColumn[9]; //column values are mapped to the private attributes listed in ColumnImpl.java columns[0] = new PropertyColumn(new Model("#"), "columnPosition", "columnPosition"); columns[1] = new PropertyColumn(new Model("Description"), "description"); columns[2] = new PropertyColumn(new Model("Type"), "dataType", "dataType"); Adding it to the table: DataTable<Column> dataTable = new DataTable<Column>("columnsTable", columns, provider, maxRowsPerPage) { @Override protected Item<Column> newRowItem(String id, int index, IModel<Column> model) { return new OddEvenItem<Column>(id, index, model); } }; My data provider: public class ColumnSortableDataProvider extends SortableDataProvider<Column> { private static final long serialVersionUID = 1L; private List list = null; public ColumnSortableDataProvider(Table table, String sortProperty) { this.list = Arrays.asList(table.getColumns().toArray(new Column[0])); setSort(sortProperty, true); } public ColumnSortableDataProvider(List list, String sortProperty) { this.list = list; setSort(sortProperty, true); } @Override public Iterator iterator(int first, int count) { /* first - first row of data count - minimum number of elements to retrieve So this method returns an iterator capable of iterating over {first, first+count} items */ Iterator iterator = null; try { if(getSort() != null) { Collections.sort(list, new Comparator() { private static final long serialVersionUID = 1L; @Override public int compare(Column c1, Column c2) { int result=1; PropertyModel<Comparable> model1= new PropertyModel<Comparable>(c1, getSort().getProperty()); PropertyModel<Comparable> model2= new PropertyModel<Comparable>(c2, getSort().getProperty()); if(model1.getObject() == null && model2.getObject() == null) result = 0; else if(model1.getObject() == null) result = 1; else if(model2.getObject() == null) result = -1; else result = ((Comparable)model1.getObject()).compareTo(model2.getObject()); result = getSort().isAscending() ? result : -result; return result; } }); } if (list.size() (first+count)) iterator = list.subList(first, first+count).iterator(); else iterator = list.iterator(); } catch (Exception e) { e.printStackTrace(); } return iterator; } The problem is the following: - I click a column header to sort by that column. - I navigate to a different page - I click Back (or Forward if I do the opposite scenario) - Page has expired. It'd be nice to generate the page using PageParameters but I somehow need to intercept the sort event to do so. Any pointers would be greatly appreciated. Thanks a ton!! David

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  • Do 2D games have a future? [closed]

    - by Griffin
    I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it. Although I love working on it, I doubt such an engine would get any income considering anyone willing to pay money for the library will likely to be working in 3D. Do 2D games have any sort of future in the game industry? Should I just drop my engine and find something meaningful to work on? Bonus: I've been trying to think of a unique way to implement my physics engine in a 2d game by looking at games that are multiple dimensions, but still in 2d perspective like Paper Mario. Any ideas?

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  • How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?

    - by cagirici
    I have a set of points double n[] on the plane z = 0. And I have another set of points double[] m on the plane ax + by + cz + d = 0. Length of n is equal to length of m. Also, euclidean distance between n[i] and n[j] is equal to euclidean distance between m[i] and m[j]. I want to rotate n[] in 3-D, such that for all i, n[i] = m[i] would be true. In other words, I want to turn a plane into another plane, preserving the pairwise distances. Here's my code in java. But it does not help so much: double[] rotate(double[] point, double[] currentEquation, double[] targetEquation) { double[] currentNormal = new double[]{currentEquation[0], currentEquation[1], currentEquation[2]}; double[] targetNormal = new double[]{targetEquation[0], targetEquation[1], targetEquation[2]}; targetNormal = normalize(targetNormal); double angle = angleBetween(currentNormal, targetNormal); double[] axis = cross(targetNormal, currentNormal); double[][] R = getRotationMatrix(axis, angle); return rotated; } double[][] getRotationMatrix(double[] axis, double angle) { axis = normalize(axis); double cA = (float)Math.cos(angle); double sA = (float)Math.sin(angle); Matrix I = Matrix.identity(3, 3); Matrix a = new Matrix(axis, 3); Matrix aT = a.transpose(); Matrix a2 = a.times(aT); double[][] B = { {0, axis[2], -1*axis[1]}, {-1*axis[2], 0, axis[0]}, {axis[1], -1*axis[0], 0} }; Matrix A = new Matrix(B); Matrix R = I.minus(a2); R = R.times(cA); R = R.plus(a2); R = R.plus(A.times(sA)); return R.getArray(); } This is what I get. The point set on the right side is actually part of a point set on the left side. But they are on another plane. Here's a 2-D representation of what I try to do: There are two lines. The line on the bottom is the line I have. The line on the top is the target line. The distances are preserved (a, b and c). Edit: I have tried both methods written in answers. They both fail (I guess). Method of Martijn Courteaux public static double[][] getRotationMatrix(double[] v0, double[] v1, double[] v2, double[] u0, double[] u1, double[] u2) { RealMatrix M1 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*v0[0]}, {0,1,0,-1*v0[1]}, {0,0,1,0}, {0,0,0,1} }); RealMatrix M2 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*u0[0]}, {0,1,0,-1*u0[1]}, {0,0,1,-1*u0[2]}, {0,0,0,1} }); Vector3D imX = new Vector3D((v0[1] - v1[1])*(u2[0] - u0[0]) - (v0[1] - v2[1])*(u1[0] - u0[0]), (v0[1] - v1[1])*(u2[1] - u0[1]) - (v0[1] - v2[1])*(u1[1] - u0[1]), (v0[1] - v1[1])*(u2[2] - u0[2]) - (v0[1] - v2[1])*(u1[2] - u0[2]) ).scalarMultiply(1/((v0[0]*v1[1])-(v0[0]*v2[1])-(v1[0]*v0[1])+(v1[0]*v2[1])+(v2[0]*v0[1])-(v2[0]*v1[1]))); Vector3D imZ = new Vector3D(findEquation(u0, u1, u2)); Vector3D imY = Vector3D.crossProduct(imZ, imX); double[] imXn = imX.normalize().toArray(); double[] imYn = imY.normalize().toArray(); double[] imZn = imZ.normalize().toArray(); RealMatrix M = new Array2DRowRealMatrix(new double[][]{ {imXn[0], imXn[1], imXn[2], 0}, {imYn[0], imYn[1], imYn[2], 0}, {imZn[0], imZn[1], imZn[2], 0}, {0, 0, 0, 1} }); RealMatrix rotationMatrix = MatrixUtils.inverse(M2).multiply(M).multiply(M1); return rotationMatrix.getData(); } Method of Sam Hocevar static double[][] makeMatrix(double[] p1, double[] p2, double[] p3) { double[] v1 = normalize(difference(p2,p1)); double[] v2 = normalize(cross(difference(p3,p1), difference(p2,p1))); double[] v3 = cross(v1, v2); double[][] M = { { v1[0], v2[0], v3[0], p1[0] }, { v1[1], v2[1], v3[1], p1[1] }, { v1[2], v2[2], v3[2], p1[2] }, { 0.0, 0.0, 0.0, 1.0 } }; return M; } static double[][] createTransform(double[] A, double[] B, double[] C, double[] P, double[] Q, double[] R) { RealMatrix c = new Array2DRowRealMatrix(makeMatrix(A,B,C)); RealMatrix t = new Array2DRowRealMatrix(makeMatrix(P,Q,R)); return MatrixUtils.inverse(c).multiply(t).getData(); } The blue points are the calculated points. The black lines indicate the offset from the real position.

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

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

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  • planar shadow matrix and plane b value

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

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Using AdMob with Games that use Open GLES

    - by Vishal Kumar
    Can anyone help me integrating Admob to my game. I've used the badlogic framework by MarioZencher ... and My game is like the SuperJumper. I am unable to use AdMob after a lot of my attempts. I am new to android dev...please help me..I went thru a number of tutorials but not getting adds displayed ... I did the following... get the libraries and placed them properly My main.xml looks like this android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" / My Activity class onCreate method: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); RelativeLayout layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, "a1518637fe542a2"); AdRequest request = new AdRequest(); request.addTestDevice(AdRequest.TEST_EMULATOR); request.addTestDevice("D77E32324019F80A2CECEAAAAAAAAA"); adView.loadAd(request); layout.addView(glView); RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM); adParams.addRule(RelativeLayout.CENTER_IN_PARENT); layout.addView(adView, adParams); setContentView(layout); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); glView = new GLSurfaceView(this); glView.setRenderer(this); //setContentView(glView); glGraphics = new GLGraphics(glView); fileIO = new AndroidFileIO(getAssets()); audio = new AndroidAudio(this); input = new AndroidInput(this, glView, 1, 1); PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE); wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame"); } My Manifest file looks like this .... <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|smallestScreenSize"/> </application> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-sdk android:minSdkVersion="7" /> When I first decided to use the XML for admob purpose ..it showed no changes..it even didn't log the device id in Logcat... Later when I wrote code in the Main Activity class.. and run ... Application crashed ... with 7 errors evry time ... The android:configChanges value of the com.google.ads.AdActivity must include screenLayout. The android:configChanges value of the com.google.ads.AdActivity must include uiMode. The android:configChanges value of the com.google.ads.AdActivity must include screenSize. The android:configChanges value of the com.google.ads.AdActivity must include smallestScreenSize. You must have AdActivity declared in AndroidManifest.xml with configChanges. You must have INTERNET and ACCESS_NETWORK_STATE permissions in AndroidManifest.xml. Please help me by telling what wrong is there with the code? Can I write code only in xml files without changing the Activity class ... I will be very grateful to anyone providing support.

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

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

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • Ogre Specific libraries

    - by Molmasepic
    i have a simple question. For people that know and built ogre3D from source as a Static library, What is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason im asking is because in the Ogre forums, I have asked about this and didnt get a good reply...yet. The other reason is because even though i link to the boost library, i get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW with CodeBlocks as the IDE And my Main Computer Im building on is Windows Vista 32 bit

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • XNA: Networking, what is a good bytes per second sent/received number

    - by SimpleRookie
    I am working with XNA networking, on the XBOX. I was wondering what is a safe number to stay under in the bytes sent and received when it comes to the xbox. Obviously various factors will effect the number, and you want as little packet data as possible to keep things smooth, but what is a good number for that? (Using : networksession.bytespersecondsent and networksession.bytespersecondreceived to measure the number.)

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