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  • Box2D platformer movement. Should i mess with velocity?

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

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  • swf file not playing aftre being published

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

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  • 2D Smooth Turning in a Tile-Based Game

    - by ApoorvaJ
    I am working on a 2D top-view grid-based game. A ball that rolls on the grid made up of different tiles. The tiles interact with the ball in a variety of ways. I am having difficulty cleanly implementing the turning tile. The image below represents a single tile in the grid, which turns the ball by a right angle. If the ball rolls in from the bottom, it smoothly changes direction and rolls to the right. If it rolls in from the right, it is turned smoothly to the bottom. If the ball rolls in from top or left, its trajectory remains unchanged by the tile. The tile shouldn't change the magnitude of the velocity of the ball - only change its direction. The ball has Velocity and Position vectors, and the tile has Position and Dimension vectors. I have already implemented this, but the code is messy and buggy. What is an elegant way to achieve this, preferably by modification of the ball's Velocity vector by a formula?

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  • Spherical to Cartesian Coordinates

    - by user1258455
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • Leg animation not working

    - by Monacraft
    I am making a simple animation in XNA C# of a leg moving. This is the logic code for the thigh. It is meant to swing from 25' to 335'. However instead, it hits a point and then keeps on spinning in the other direction. Please help, here's the code: private void Thigh_method() { if (Legdata.Left == true) signvalue = -0.05f; else signvalue = 0.05f; if (Legdata.ToMid == true) Thighturn_ang += signvalue; if (Legdata.ToMid == false) Thighturn_ang -= signvalue; if (Thighturn_ang <= 25 || Thighturn_ang <= 335 && Thighturn_ang <= 180) Legdata.Left = true; if (Thighturn_ang >= 25 || Thighturn_ang >= 335 && Thighturn_ang >= 180) Legdata.Left = false; if (Thighturn_ang == 0) Legdata.ToMid = false; if (Math.Abs(Thighturn_ang) >= 25f) Legdata.ToMid = true; } Thanks in advance, Yours: Mona

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  • Bubble shooter search alghoritm

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

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

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  • XNA - Am I screwing up the LoadContent for Texture2D?

    - by Bombcode
    I've read forum threads and questions and I done just about everything. I need to know what am I screwing up here. Here's the code in the constructor. Content.RootDirectory = "GameStateContent"; //Content.RootDirectory = "Content"; And this is in the LoadContent method menu = this.Content.Load<Texture2D>("mainmenu"); And here's the image screen shot of the folder structure. http://i.imgur.com/HnndE.png Any helps on this? Thanks.

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  • Mobile: Physics and movement actions

    - by meganegora
    I've been using spritekit for a while for a few small games. One thing I've noticed is that spritekit is the first game framework I've used that allows me to apply move actions to physics bodies. (without anything screwing up at least.) Are there any cross platform game frameworks I can use that allow move actions on physics bodies? Not impulses. I've used cocos2d in the past and when I tried ccmoveby on physics bodies the simulation would get totally confused. I rather not use cocos2d anyway. I'm asking because I want to make cross platform games and spritekit is iOS only.

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  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

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  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

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  • How to detect GLSL warnings?

    - by msell
    After compiling a shader with glCompileShader, I can call glGetShaderiv with GL_COMPILE_STATUS to check if the shader compiled successfully. I can also call glGetShaderInfoLog to get information about possible errors, warnings or other info. The information log returned by this function is unspecified. In a tool where users can write their own shaders, I would like to print all errors and warnings from the compilation, but nothing if no warnings or errors were found. The problem is that the GL_COMPILE_STATUS returns only false if the compilation failed and true otherwise. If no problems were found, some drivers return empty info log from glGetShaderInfoLog, but some drivers can return something else such as "No errors.", which I do not want to print to the user. How is this problem generally solved?

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • C to C++ Conversion [closed]

    - by Annalyne
    Can someone convert this code to C++, pretty please? :( #include <stdio.h> #include <stdlib.h> #include <time.h> #define WEAPON_ROPE 10 #define WEAPON_REVOLVER 20 #define WEAPON_LEADPIPE 30 #define WEAPON_CANDLESTICK 40 #define WEAPON_KNIFE 50 #define WEAPON_WRENCH 60 #define PEOPLE_MRGREEN 100 #define PEOPLE_MSSCARLET 200 #define PEOPLE_CONLMUSTARD 300 #define PEOPLE_PROFPLUM 400 #define PEOPLE_MISPEACOCK 500 #define PEOPLE_MISWHITE 600 #define PLACE_KITCHEN 1 #define PLACE_HALL 2 #define PLACE_POOLROOM 3 #define PLACE_STUDY 4 #define PLACE_LOUNG 5 #define PLACE_LIBRARY 6 #define PLACE_CONSERVATORY 7 #define PLACE_DINING 8 #define PLACE_BILLIARDS 9 int main() { int die = 0; int players[6][9] = {{0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}}; int allCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH, PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE, PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int deckSize = 23; // number of cards in allCards array int count; for (count = 0; count < deckSize; ++count) { printf(", %d", allCards[count]); } // End for // These three array's are so you can put a card back, if need be... int weaponCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH}; int weaponDeckSize = 7; int peopleCards[] = {PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE}; int peopleDeckSize = 7; int placeCards[] = {PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int placeDeckSize = 9; srand(clock()); // seed rand() using clock() which gives // the current tick your processor is at... int killer[3]; // no need to initialize yet. killer[0-2] will initialize int deckShuffle = rand() % weaponDeckSize; // picks one number out of the deck killer[0] = weaponCards[deckShuffle]; allCards[deckShuffle] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % peopleDeckSize; // picks another random card out of the deck killer[1] = peopleCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % placeDeckSize; // randomly picks the last card needed killer[2] = placeCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize + peopleDeckSize] = 0; // Card drawn. No longer exists in deck int numberOfCards = 0; printf("CLUE\n"); printf("written by John Schintone\n"); printf("Origonal game delvoped by Hasbro\n"); int numberOfPlayers = 0; while ((numberOfPlayers < 3) || (numberOfPlayers > 6)) { printf("How many players are Going to play :\n"); printf("[number] > "); scanf("%d",&numberOfPlayers); // A very fast if statement which only uses integers/char's switch(numberOfPlayers) { case 6: { numberOfCards = 3; } break; case 5: { numberOfCards = 4; } break; case 4: { numberOfCards = 5; } break; case 3: { numberOfCards = 6; } break; default: { printf("You must enter a number between 3 and 6...\n"); } // End default } // End switch } // End while int index1, index2; // Note: ++index1; is faster than index1++; and will almost always // produce better code (index1++ happens after this statement line. // ++index1 increments index1 before this statement line) for (index1 = 0; index1 < numberOfPlayers; ++index1) { printf("Player %d", index1); for (index2 = 0; index2 < numberOfCards; ++index2) { // Remember that allCards[deckShuffle] == 0 because we removed that // card ages ago... works out well, just don't forget you did that : ) while (allCards[deckShuffle] == 0) { deckShuffle = rand() % deckSize; } // End while players[index1][index2] = allCards[deckShuffle]; allCards[deckShuffle] = 0; // Card removed for after loop... printf(", %d", players[index1][index2]); switch(players[index1][index2]) { case WEAPON_ROPE: { } break; // Add more... case PEOPLE_MRGREEN: { } break; // Add more... case PLACE_KITCHEN: { } break; // Add more... default: { printf("Program has caught player %d cheating...", index1); } // End default } // End switch } // End for printf("\n"); } // End for printf("The killer is %d, with the %d, and in the %d \n\n", killer[0], killer[1], killer[2]); printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); char command = '\0'; // \0 represents zero, or the null character while (command != 'e') { printf("[one character] > "); scanf("%c", &command); if (command == 'r') { die = rand() % 6 + 1; printf("Your number is: %d \n", die); } // end while if (command == 'h') { printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); } // End if printf("\n"); } // End while return(0); // Success. Program worked ok } // End main() Function

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  • Can I use copyrighted images and music in my game? [duplicate]

    - by Aman Grover
    This question already has an answer here: Using modified copyrighted music in non-commercial games 3 answers I am working on my first ever project , and I have used some copyrighted images(images taken from some other well recognized games). Is it even possible that I edit the images a little bit and then use them as royalty free images? If not, then can anyone tell me some web links from where I can get royalty free images?

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • Android performance/issues with Corona SDK?

    - by B5Fan74
    I know this is a fairly broad question. We are looking to develop a mobile game and want to use a multi-platform engine/SDK. We like what we see with Corona but in doing some reading, we are seeing a lot of references to poor performance on the 'droid platforms. I am unsure how much of this is still relevant? Many of the articles/posts/references/discussions vary in date from 18 months ago to earlier this year. Is there a reason we should not pursue Corona if Android support is important to us? The game is going to be 2D isometric view. Thanks!

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  • Open GL polygons not displaying

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

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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

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

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