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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • OpenGL Tessellation makes point

    - by urza57
    A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void main( void ) { vec4 position = gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * position; ecPosition = gl_ModelViewMatrix * position; ecNormal = normalize(gl_NormalMatrix * gl_Normal); } My tessellation control shader : layout(vertices = 3) out; out vec4 ecPosition3[]; in vec3 ecNormal[]; in vec4 ecPosition[]; out vec3 myNormal[]; void main() { gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; myNormal[gl_InvocationID] = ecNormal[gl_InvocationID]; ecPosition3[gl_InvocationID] = ecPosition[gl_InvocationID]; gl_TessLevelOuter[0] = float(4.0); gl_TessLevelOuter[1] = float(4.0); gl_TessLevelOuter[2] = float(4.0); gl_TessLevelInner[0] = float(4.0); } And my Tessellation Evaluation shader: layout(triangles, equal_spacing, ccw) in; in vec3 myNormal[]; in vec4 ecPosition3[]; out vec3 ecNormal; out vec4 ecPosition; void main() { float u = gl_TessCoord.x; float v = gl_TessCoord.y; float w = gl_TessCoord.z; vec3 position = vec4(gl_in[0].gl_Position.xyz * u + gl_in[1].gl_Position.xyz * v + gl_in[2].gl_Position.xyz * w ); vec3 position2 = vec4(ecPosition3[0].xyz * u + ecPosition3[1].xyz * v + ecPosition3[2].xyz * w ); vec3 normal = myNormal[0] * u + myNormal[1] * v + myNormal[2] * w ); ecNormal = normal; gl_Position = vec4(position, 1.0); ecPosition = vec4(position2, 1.0); } Thank you !

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  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

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  • Better way to do AI Behavior in AS3/Flixel

    - by joon
    I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer me to, to see how this is done. I can probably hack it together, which is what I always do, but it would be nice if I can make it maintanable and can add stuff later on. Here's screenshot to give you an idea: The butler will be an NPC that will follow you, or guide you, and talk to you the whole time. EDIT: More specifically: What I have now is a long list of IF statements in the update loop of the butler (about 8 different cases), and all I have covered is his walking behavior. I want him to comment on things and sometimes switch his main behavior to be more aggresive or distant,... Is there any way to keep track of this, or is complex code with many many nested if statements the way to go?

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  • A star algorithm implementation problems

    - by bryan226
    I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it only allows Horizontal and Vertical movement. Here's a picture as it works fine across the map without something in its direct way: (Green tile = destination, Blue = In closed list, Green = in open list) This is what happens if I try to walk 'around' a wall: I calculate costs with the F = G + H formula: G = 1 Cost per Step H = 10 Cost per Step //Count how many tiles are between current-tile & destination-tile The functions: short c_astar::GuessH(short Startx,short Starty,short Destinationx,short Destinationy) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Destinationx; Destination.y = Destinationy; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b)*10; } short c_astar::GuessG(short Startx,short Starty,short Currentx,short Currenty) { hgeVector Start, Destination; Start.x = Startx; Start.y = Starty; Destination.x = Currentx; Destination.y = Currenty; short a = 0; short b = 0; if(Start.x > Destination.x) a = Start.x - Destination.x; else a = Destination.x - Start.x; if(Start.y > Destination.y) b = Start.y - Destination.y; else b = Destination.y - Start.y; return (a+b); } At the end of the loop I check which tile is the cheapest to go according to its F value: Then some quick checks are done for each tile (UP,DOWN,LEFT,RIGHT): //...CX are holding the F value of the TILE specified // Info: C0 = Center (Current) // C1 = UP // C2 = DOWN // C3 = LEFT // C4 = RIGHT //Quick checks if(((C1 < C2) && (C1 < C3) && (C1 < C4))) { Current.y -= 1; bSimilar = false; if(DEBUG) hge->System_Log("C1 < ALL"); } //.. same for C2,C3 & C4 If there are multiple tiles with the same F value: It’s actually a switch for DOWNLEFT,UPRIGHT.. etc. Here’s one of it: case UPRIGHT: { //UP Temporary = Current; Temporary.y -= 1; bTileStatus[0] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[0]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[0] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[0] = true; //RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { //Proceed normal we are OK & walkable Tilex.Tile = map.at(Temporary.y).at(Temporary.x); //Search in lists if(SearchInClosedList(Tilex.Tile.ID,C0)) bFoundInClosedList[1] = true; if(SearchInOpenList(Tilex.Tile.ID,C0)) bFoundInOpenList[1] = true; //************************************************* // Purpose: ClosedList behavior //************************************************* if(bFoundInClosedList[0] && !bFoundInClosedList[1]) { //UP found in ClosedList. Go RIGHT return RIGHT; } if(!bFoundInClosedList[0] && bFoundInClosedList[1]) { //RIGHT found in ClosedList. Go UP return UP; } if(bFoundInClosedList[0] && bFoundInClosedList[1]) { //Both found in ClosedList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } //************************************************* // Purpose: OpenList behavior //************************************************* if(bFoundInOpenList[0] && !bFoundInOpenList[1]) { //UP found in OpenList. Go RIGHT return RIGHT; } if(!bFoundInOpenList[0] && bFoundInOpenList[1]) { //RIGHT found in OpenList. Go UP return UP; } if(bFoundInOpenList[0] && bFoundInOpenList[1]) { //Both found in OpenList. Random value switch(hge->Random_Int(8,9)) { case 8: return UP; break; case 9: return RIGHT; break; } } } else if(!bTileStatus[1]) { //RIGHT is not walkable OR out of range //Choose UP return UP; } } else if(!bTileStatus[0]) { //UP is not walkable OR out of range //Fast check RIGHT Temporary = Current; Temporary.x += 1; bTileStatus[1] = IsTileWalkable(Temporary.x,Temporary.y); if(bTileStatus[1]) { return RIGHT; } else return FAILED; //Failed, no valid path found! } } break; A log for the second picture: (Cut down to ten passes, because it’s just repeating itself) ----------------------------------------------------- PASS: 1 | C1: 211 | C2: 191 | C3: 211 | C4: 191 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 2 | C1: 200 | C2: 182 | C3: 202 | C4: 182 DOWN + RIGHT SIMILAR Going DOWN ----------------------------------------------------- PASS: 3 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 4 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 5 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 6 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going UP Tile(12.000000,5.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 7 | C1: 191 | C2: 173 | C3: 191 | C4: 999 C2 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 8 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- PASS: 9 | C1: 191 | C2: 193 | C3: 193 | C4: 173 C4 < ALL Tile(12.000000,6.000000) not walkable. MAX_F_VALUE set. ----------------------------------------------------- PASS: 10 | C1: 182 | C2: 184 | C3: 182 | C4: 999 UP + LEFT SIMILAR Going LEFT ----------------------------------------------------- Its always going after the cheapest F value, which seems to be wrong. If someone could point me to the right direction I'd be thankful. Regards, bryan226

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • Virtual Economy Setup - Virtual currencies advice

    - by Sarah Simpson
    I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently single player but I'm planning on adding a tournament mode that allows users to compete against each other. The virtual goods that a user would be able to purchase would be either customization to the character or powerups and utilities that give the character more abilities in the game. The character is able to gain coins during game play. The advice I'm trying to get is whether or not it makes sense to set up more than one currency and more than two currencies? What are the pros and cons? Reference to some resources that indicate research would be great.

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

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  • GoogleAppEngine : ClassNotFoundException : javax.jdo.metadata.ComponentMetadata

    - by James.Elsey
    I'm trying to deploy my application to a locally running GoogleAppEngine development server, but I'm getting the following stack trace when I start the server Apr 23, 2010 9:03:33 PM com.google.apphosting.utils.jetty.JettyLogger warn WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'clientDao' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Cannot resolve reference to bean 'entityManagerFactory' while setting bean property 'entityManagerFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'entityManagerFactory' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoClassDefFoundError: javax/jdo/metadata/ComponentMetadata: java.lang.ClassNotFoundException: javax.jdo.metadata.ComponentMetadata at java.net.URLClassLoader$1.run(URLClassLoader.java:217) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:319) at com.google.appengine.tools.development.IsolatedAppClassLoader.loadClass(IsolatedAppClassLoader.java:151) at java.lang.ClassLoader.loadClass(ClassLoader.java:264) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2009) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2007) at java.security.AccessController.doPrivileged(Native Method) at javax.jdo.JDOHelper.forName(JDOHelper.java:2006) at javax.jdo.JDOHelper.invokeGetPersistenceManagerFactoryOnImplementation(JDOHelper.java:1155) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:803) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:698) at org.datanucleus.jpa.EntityManagerFactoryImpl.initialisePMF(EntityManagerFactoryImpl.java:482) at org.datanucleus.jpa.EntityManagerFactoryImpl.<init>(EntityManagerFactoryImpl.java:255) at org.datanucleus.store.appengine.jpa.DatastoreEntityManagerFactory.<init>(DatastoreEntityManagerFactory.java:68) at org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider.createContainerEntityManagerFactory(DatastorePersistenceProvider.java:45) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1369) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1335) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:473) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveReference(BeanDefinitionValueResolver.java:269) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveValueIfNecessary(BeanDefinitionValueResolver.java:104) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyPropertyValues(AbstractAutowireCapableBeanFactory.java:1245) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1010) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:472) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:429) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:728) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:380) at org.springframework.web.context.ContextLoader.createWebApplicationContext(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler.java:530) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1218) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.jetty.Server.doStart(Server.java:217) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:181) at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:116) at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) The server is running at http://localhost:1234/ I'm a little confused over this, since I have the same application running locally on GlassFish/MySQL. All I have done is to swap in the relevant jar files, and change the persistence.xml. My applicationContext.xml looks as follows : <context:annotation-config/> <bean id="clientDao" class="com.jameselsey.salestracker.dao.jpa.JpaDaoClient"> <property name="entityManagerFactory" ref="entityManagerFactory"/> </bean> <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"/> <bean id="transactionManager" class="org.springframework.orm.jpa.JpaTransactionManager"> <property name="entityManagerFactory" ref="entityManagerFactory" /> </bean> <bean id="org.springframework.context.annotation.internalPersistenceAnnotationProcessor" class="com.jameselsey.salestracker.util.GaeFixInternalPersistenceAnnotationProcessor" /> <bean class="org.springframework.orm.jpa.support.PersistenceAnnotationBeanPostProcessor"/> <tx:annotation-driven/> <bean id="clientService" class="com.jameselsey.salestracker.service.ClientService"/> </beans> My JPA DAO looks like this public class JpaDao extends JpaDaoSupport { protected <T> List<T> findAll(Class<T> clazz) { return getJpaTemplate().find("select c from " + clazz.getName() + " c"); } protected <T> T findOne(String jpql, Map params) { List<T> results = getJpaTemplate().findByNamedParams(jpql, params); if(results.isEmpty()) { return null; } if(results.size() > 1) { throw new IncorrectResultSizeDataAccessException(1, results.size()); } return results.get(0); } } And an example implemented method looks like this : @Override public Client getClientById(Integer clientId) { String jpql = "SELECT c " + "FROM com.jameselsey.salestracker.domain.Client c " + "WHERE c.id = " + clientId; return (Client) getJpaTemplate().find(jpql).get(0); } Like I say, this works ok on Glassfish/MySQL, is it possible this error could be a red herring to something else?

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Calculate an AABB for bone animated model

    - by Byte56
    I have a model that has its initial bounding box calculated by finding the maximum and minimum on the x, y and z axes. Producing a correct result like so: The vertices are then stored in a VBO and only altered with matrices for rotation and bone animation. Currently the bounds are not updated when the model is altered. So the animated and rotated model has bounds like so: (Maybe it's hard to tell, but the bounds are the same as before, and don't accurately represent the rotated/animated model) So my question is, how can I calculate the bounding box using the armature matrices and rotation/translation matrices for each model? Keep in mind the modified vertex data is not available because those calculations are performed on the GPU in the shader. The end result I want is to have an accurate AABB the represents the animated model for picking/basic collision checks.

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • Why do meshes show up as bones in the Model class?

    - by Itamar Marom
    Right now I'm working on a 3D game and I've come across something very weird. When I created the model in Blender, I added an armature named "MyBone" to the stage and attached a cube ("MyCube") to it, so that when I move the armature, the cube moves with it. I exported this as an FBX and loaded it as a Model object. What I expected to see was: But what I got was this: I'm really confused. Why is the mesh I created showing up in the bone list? And what's Root Node? Here are the .blend and .fbx files: here or here. Thanks.

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  • SDL_image & OpenGL Problem

    - by Dylan
    i've been following tutorials online to load textures using SDL and display them on a opengl quad. but ive been getting weird results that no one else on the internet seems to be getting... so when i render the texture in opengl i get something like this. http://www.kiddiescissors.com/after.png when the original .bmp file is this: http://www.kiddiescissors.com/before.bmp ive tried other images too, so its not that this particular image is corrupt. it seems like my rgb channels are all jumbled or something. im pulling my hair out at this point. heres the relevant code from my init() function if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { return 1; } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50, (GLfloat)WINDOW_WIDTH/WINDOW_HEIGHT, 1, 50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); heres the code that is called when my main player object (the one with which this sprite is associated) is initialized texture = 0; SDL_Surface* surface = IMG_Load("i.bmp"); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_FreeSurface(surface); and then heres the relevant code from my display function glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(1, 1, 1, 1); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture); glTranslatef(getCenter().x, getCenter().y, 0); glRotatef(getAngle()*(180/M_PI), 0, 0, 1); glTranslatef(-getCenter().x, -getCenter().y, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(getTopLeft().x, getTopLeft().y, 0); glTexCoord2f(0, 1); glVertex3f(getTopLeft().x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 1); glVertex3f(getTopLeft().x + size.x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 0); glVertex3f(getTopLeft().x + size.x, getTopLeft().y, 0); glEnd(); glPopMatrix(); let me know if i left out anything important... or if you need more info from me. thanks a ton, -Dylan

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  • Lighting-Reflectance Models & Licensing Issues

    - by codey
    Generally, or specifically, is there any licensing issue with using any of the well known lighting/reflectance models (i.e. the BRDFs or other distribution or approximation functions): Phong, Blinn–Phong, Cook–Torrance, Blinn-Torrance-Sparrow, Lambert, Minnaert, Oren–Nayar, Ward, Strauss, Ashikhmin-Shirley and common modifications where applicable, such as: Beckmann distribution, Blinn distribution, Schlick's approximation, etc. in your shader code utilised in a commercial product? Or is it a non-issue?

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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