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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • CodePlex Daily Summary for Wednesday, October 17, 2012

    CodePlex Daily Summary for Wednesday, October 17, 2012Popular ReleasesD3 Loot Tracker: 1.5.5: Compatible with 1.05.Test Management eXtensions PowerShell module: TMX 0.4.5: Bugfix in BackUp-TMXTestResults: 1. adding escape characters to sring data (at least, part) 2. ErrorRecord is now supported as a string Known issue: only one screenshot per test result.Write Once, Play Everywhere: MonoGame 3.0 (BETA): This is a beta release of the up coming MonoGame 3.0. It contains an Installer which will install a binary release of MonoGame on windows boxes with the following platforms. Windows, Linux, Android and Windows 8. If you need to build for iOS or Mac you will need to get the source code at this time as the installers for those platforms are not available yet. The installer will also install a bunch of Project templates for Visual Studio 2010 , 2012 and MonoDevleop. For those of you wish...Windawesome: Windawesome v1.4.1 x64: Fixed switching of applications across monitors Changed window flashing API (fix your config files) Added NetworkMonitorWidget (thanks to weiwen) Any issues/recommendations/requests for future versions? This is the 64-bit version of the release. Be sure to use that if you are on a 64-bit Windows. Works with "Required DLLs v3".CODE Framework: 4.0.21017.0: See change log in the Documentation section for details.Global Stock Exchange (Hobby Project): Global Stock Exchange - Invst Banking (Hobby Proj): Initial VersionMagelia WebStore Open-source Ecommerce software: Magelia WebStore 2.1: Add support for .net 4.0 to Magelia.Webstore.Client and StarterSite version 2.1.254.3 Scheduler Import & Export feature UTC datetime and timezone support .net 4.5 and Visual Studio 2012 migration client magelia global refactoring nugget package http://nuget.org/packages/Magelia.Webstore.Client burst optimisation burst time improvment (multithreading, index, ...) current burst is still active when a new burst is generating bugfixes version 2.1.254.1RazorSourceGenerator: RazorSourceGenerator v1.0 Installer: RazorSourceGenerator v1.0 InstallerJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.2: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2.2 For detailed release notes check the release notes. Revitalized IndexedDB providerNow you c...VFPX: FoxcodePlus: FoxcodePlus - Visual Studio like extensions to Visual FoxPro IntelliSense.Droid Explorer: Droid Explorer 0.8.8.8 Beta: fixed the icon for packages on the desktop fixed the install dialog closing right when it starts removed the link to "set up the sdk for me" as this is no longer supported. fixed bug where the device selection dialog would show, even if there was only one device connected. fixed toolbar from having "gap" between other toolbar removed main menu items that do not have any menus Fiskalizacija za developere: FiskalizacijaDev 1.0: Prva verzija ovog projekta, još je uvijek oznacena kao BETA - ovo znaci da su naša testiranja prošla uspješno :) No, kako mi ne proizvodimo neki software za blagajne, tako sve ovo nije niti isprobano u "realnim" uvjetima - svaka je sugestija, primjedba ili prijava bug-a je dobrodošla. Za sve ovo koristite, molimo, Discussions ili Issue Tracker. U ovom trenutku runtime binary je raspoloživ kao Any CPU za .NET verzije 2.0. Javite ukoliko trebaju i verzije buildane za 32-bit/64-bit kao i za .N...Squiggle - A free open source LAN Messenger: Squiggle 3.2 (Development): NOTE: This is development release and not recommended for production use. This release is mainly for enabling extensibility and interoperability with other platforms. Support for plugins Support for extensions Communication layer and protocol is platform independent (ZeroMQ, ProtocolBuffers) Bug fixes New /invite command Edit the sent message Disable update check NOTE: This is development release and not recommended for production use.AcDown????? - AcDown Downloader Framework: AcDown????? v4.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...PHPExcel: PHPExcel 1.7.8: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated. Note changes to the PDF Writer: tcPDF is no longer bundled with PHPExcel, but should be installed separately if you wish to use that 3rd-Party library with PHPExcel. Alternatively, you can choose to use mPDF or DomPDF as PDF Rendering libraries instead: PHPExcel now provides a configurable wrapper allowing you a choice of PDF renderer. See the documentation, or the PDF s...ALM Assessment Guidance: Community Value-Adds: Important: This download has been created using ALM Ranger bits by the community, for the community. Although ALM Rangers were involved in the process, the content has not been through their quality review. Please post your candid feedback and improvement suggestions to the Community tab of this Codeplex project. DirectX Tool Kit: October 12, 2012: October 12, 2012 Added PrimitiveBatch for drawing user primitives Debug object names for all D3D resources (for PIX and debug layer leak reporting)Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.70: Fixed issue described in discussion #399087: variable references within case values weren't getting resolved.GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. Update 14.Oct.2012 - Client side access fixed NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:Goog...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...New Projects1327on17jabbr: helloAESP: Projeto AESPAutoStor: Egyetemi kurzus keretében megvalósuló alkalmazás, melynek célja egy automatikus raktározó rendszer szimulációja, objektum-orientált megvalósítással.BetterPlaceBooking: 3rd semester project for DM76 Group 3BizMate: BizMate is a Web based Accounting systemDeneme: deneme yazisiDomainSharp: Integrated development environment for design of domain-specific languages and subsequent development in such languages.EasyTwitter: EasyTwitter it's a simple .NET library where you can use twitter in your web applications or win forms applications. EasyTwitter stills in developmentEDM Designer Extender: Entity Framework Designer Extender that provides new design time properties and a template item to generate DbContext classes.Formition Password Safe (Open Source): Formition Password Safe (Open Source) for Windows 7 is a free high functionality password tool to manage your passwords and other pieces of information.g1p2_web: sport club web site based on c# and mssqlGibbsLDASharp: GibbsLDASharp is a C# implementation of Latent Dirichlet Allocation (LDA) using Gibbs Sampling technique for parameter estimation and inference. Intelligent Assistant Soccer Manager: Intelligent Assistant Soccer Manager, or IASM for short, is a decision support system that fully support condition based deploy of Fantacalcio® soccer teamIshaanOnDAL: Creating DAL Using class ObjectKeks - A 2D Graphics Engine in Java (jre7): Keks is an upcoming Java 2D Graphics Engine with the promise to become a Game Engine in the future.LDR Installer: LDR Installer to easily install security updates in hotfix mode.Live SDK with C# + REST: Usar Live SDK com API REST em qualquer sabor de windows. Use Live SDK with REST API in any flavor of windows.MacSonuclari: project to show soccer match result to for windows phone devices mozcms: mozcms for .NET 4.0 MVC 4.0!MS_Descriptions_Changer: This is utility change MS_Descriptions attribute on MS SQL Server 2005-2008 for Tables and Columns.Onestop.Contrib.DistributedEvict: Onestop.Contrib.DistributedEvict is an advanced module that has 2 primary features for managing cache in a web farm: Output Cache Evict & Remote SignalsOrchard Scripting Extensions: Core module for running scripts inside Orchard.Orchard Scripting Extensions: PHP: A child module for Orchard Scripting Extensions for running PHP code inside Orchard.Page Generated Skin Object for DotNetNuke: The Page Generated Skin Object for DotNetNuke displays the time taken to generate the current page in your custom DNN skin. ProductStore: this project is demo for mvc4, ef codefirst...Remote Controlled Switch for all RC Receivers.: AVR Tiny based simple switch for any rc receiver. Allows to turn off / on lights, sound effect, retracts chassis, using free servo channel. Report Generator in C#: This is a library used to generate reports.Resharper text localization add-in: Text localization plugin for Resharper 7.0 and some plugins development documentationRoad Addicts: Road Addicts is a mix between a strategy and a traffic simulation game.Sistema Distribuido de Pedidos de Insumos Médicos: This is school projectSplitOS: SplitOS - The user-friendly Text OSSQL Server Connection Auditor (SSCA): SSCA helps you test your database audit solution's effectiveness at auditing Microsoft SQL Server connections by automating DB connections, results, and logs.TCP Cellular Radio Driver: Addresses TCP mode shortcomings in the CellularRadio driver provided by GHI Electronics for the Seeed module. Allows transparent data connection over TCP.test1325on17: hellotesttom10162012git01: fds fdsUMK Game: Game Edukasi 3D Tatatertib LalulintasWebMatrix Extension Documentation - Staging: WebMatrix Extensión Development ServiceWhipstaff: Whipstaff is a PoC library for designing a common UI library leveraging WPF, ReactiveUI and DHGMS Data Manager. It is written in C#Windows 8 Store Apps - Tutoriales Paso a Paso: No hay mejor forma de aprender a escribir código, que leyendo código de otros. Conocé aquí tutoriales completos para crear tu primer app para Windows 8 Store. Yet Another Expression Parser - Reverse Polish Notation - C#: Following project contains a class library with simple Reverse Polish Notation implementation.

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  • When does depth testing happen?

    - by Utkarsh Sinha
    I'm working with 2D sprites - and I want to do 3D style depth testing with them. When writing a pixel shader for them, I get access to the semantic DEPTH0. Would writing to this value help? It seems it doesn't. Maybe it's done before the pixel shader step? Or is depth testing only done when drawing 3D things (I'm using SpriteBatch)? Any links/articles/topics to read/search for would be appreciated.

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  • How can I simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

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  • How do I apply skeletal animation from a .x (Direct X) file?

    - by Byte56
    Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and the armature properly loaded into appropriate data structures. My problem is properly applying the animation to the models. I have the framework for applying the models and the code for selecting animations and stepping through frames. From what I understand, the AnimationKeys inside the AnimationSet supplies the transformations to transform the bind pose to the pose in the animated frame. As small example: Animation { {Armature_001_Bone} AnimationKey { 2; //Position 121; //number of frames 0;3; 0.000000, 0.000000, 0.000000;;, 1;3; 0.000000, 0.000000, 0.005524;;, 2;3; 0.000000, 0.000000, 0.022217;;, ... } AnimationKey { 0; //Quaternion Rotation 121; 0;4; -0.707107, 0.707107, 0.000000, 0.000000;;, 1;4; -0.697332, 0.697332, 0.015710, 0.015710;;, 2;4; -0.684805, 0.684805, 0.035442, 0.035442;;, ... } AnimationKey { 1; //Scale 121; 0;3; 1.000000, 1.000000, 1.000000;;, 1;3; 1.000000, 1.000000, 1.000000;;, 2;3; 1.000000, 1.000000, 1.000000;;, ... } } So, to apply frame 2, I would take the position, rotation and scale from frame 2, create a transformation matrix (call it Transform_A) from them and apply that matrix the vertices controlled by Armature_001_Bone at their weights. So I'd stuff TransformA into my shader and transform the vertex. Something like: vertexPos = vertexPos * bones[ int(bfs_BoneIndices.x) ] * bfs_BoneWeights.x; Where bfs_BoneIndices and bfs_BoneWeights are values specific to the current vertex. When loading in the mesh vertices, I transform them by the rootTransform and the meshTransform. This ensures they're oriented and scaled correctly for viewing the bind pose. The problem is when I create that transformation matrix (using the position, rotation and scale from the animation), it doesn't properly transform the vertex. There's likely more to it than just using the animation data. I also tried applying the bone transform hierarchies, still no dice. Basically I end up with some twisted models. It should also be noted that I'm working in openGL, so any matrix transposes that might need to be applied should be considered. What data do I need and how do I combine it for applying .x animations to models?

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • stdexcept On Android

    - by David R.
    I'm trying to compile SoundTouch on Android. I started with this configure line: ./configure CPPFLAGS="-I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/" LDFLAGS="-Wl,-rpath-link=/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -L/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/lib -nostdlib -lc" --host=arm-eabi --enable-shared=yes CFLAGS="-nostdlib -O3 -mandroid" host_alias=arm-eabi --no-create --no-recursion Because the Android NDK targets ARM, I also had to change the Makefile to remove the -msse2 flags to progress. When I run 'make', I get: /bin/sh ../../libtool --tag=CXX --mode=compile arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c -o FIRFilter.lo FIRFilter.cpp libtool: compile: arm-eabi-g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -I/Volumes/android-build/mydroid/development/ndk/build/platforms/android-3/arch-arm/usr/include/ -O3 -fcheck-new -I../../include -g -O2 -MT FIRFilter.lo -MD -MP -MF .deps/FIRFilter.Tpo -c FIRFilter.cpp -o FIRFilter.o FIRFilter.cpp:46:21: error: stdexcept: No such file or directory FIRFilter.cpp: In member function 'virtual void soundtouch::FIRFilter::setCoefficients(const soundtouch::SAMPLETYPE*, uint, uint)': FIRFilter.cpp:177: error: 'runtime_error' is not a member of 'std' FIRFilter.cpp: In static member function 'static void* soundtouch::FIRFilter::operator new(size_t)': FIRFilter.cpp:225: error: 'runtime_error' is not a member of 'std' make[2]: *** [FIRFilter.lo] Error 1 make[1]: *** [all-recursive] Error 1 make: *** [all-recursive] Error 1 This isn't very surprising, since the -nostdlib flag was required. Android seems to have neither stdexcept nor stdlib. How can I get past this block of compiling SoundTouch? At a guess, there may be some flag I don't know about that I should use. I could refactor the code not to use stdexcept. There may be a way to pull in the original stdexcept source and reference that. I might be able to link to a precompiled stdexcept library.

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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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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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Seek Steering Behavior with Target Direction for Group of Fighters

    - by SebastianStehle
    I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the leader and an offset. This works well. But when my spaceships arrive they all have a different direction. I want them to keep to look in the same direction (target - start). I also want to combine this behavior with a minimum turning radius that is based on the speed. The only idea I have is to calculate a path for each spaceship with an point before the target position, so the ships have some time left to turn into the right position. But I dont know if this is a good idea. I guess there will be a lot of rare cases where this can cause a problem. So the question is, if anybody knows how to solve this problem and has some (simple code) or pseudocode for me or at least some good explanation.

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Embed IF text parser in another game?

    - by DragonFax
    Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and verbs from my own side. It will parse the sentences from the user and give me back some sort of structure/AST describing what the user asked for. Then my own code can then act upon that request. I don't need something SIRI level. The simple sentences and actions that current IF games support is fine. But I'm not looking to write a whole text/sentence parser myself. This isn't an If game and I can't write it entirely in an interactive-fiction language like inform 7. Unfortunatly, I can't seem to find any examples of anyone using the text parsing capabilities of these engines without writing the entire game in that engine's language.

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  • Android/Java AI agent framework/middleware

    - by corneliu
    I am looking for an AI agent framework to use as a starting point in an Android game I have to create for a university research project. It has been suggested to me to use JADE, but, as far as I can tell, it's not a suitable framework for games (at least for my game idea) because it runs in a split-execution mode, and it needs an always-active network connection to a main host. What I want is just a little something to give me a headstart. I am willing to adjust the game's features to the framework because it's more of a mockup game, and the purpose is to compare the performance of a couple of agents in the game world. The game will be very simplistic, with a minimal UI that displays various stats about the characters in the game (so no graphics, no pathfinding). Thank you.

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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