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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • Triangulating a partially triangulated mesh (2D)

    - by teodron
    Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes are labeled as RED and BLACK. (A) a subgraph containing all the RED nodes (with edges between only the directly connected neighbours) is formed (note: although this figure shows a tree forming, it may well happen that the subgraph contain loops) (B) Problem: I need to quickly build a triangulation around the subgraph (e.g. as shown in figure C), but under the constraint that I have to keep the already present edges in the final result. Question: Is there a fast way of achieving this given a partially triangulated mesh? Ideally, the complexity should be in the O(n) class. Some side-remarks: it would be nice for the triangulation algorithm to take into account a certain vertex priority when adding edges (e.g. it should always try to build a "1-ring" structure around the most important nodes first - I can implement iteratively such a routine, but it's O(n^2) ). it would also be nice to reflect somehow the "hop distance" when adding edges: add edges first between the nodes that were "closer" to each other given the start topology. Nevertheless, disregarding the remarks, is there an already known scenario similar to this one where a triangulation is built upon a partially given set of triangles/edges?

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • Frame Independent Movement

    - by ShrimpCrackers
    I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame independent movement because I don't understand what either of those threads are talking about. I'm following along with lazyfoo's SDL tutorials and came upon the frame independent lesson. http://lazyfoo.net/SDL_tutorials/lesson32/index.php I'm not sure what the movement part of the code is trying to say but I think it's this (please correct me if I'm wrong): In order to have frame independent movement, we need to find out how far an object (ex. sprite) moves within a certain time frame, for example 1 second. If the dot moves at 200 pixels per second, then I need to calculate how much it moves within that second by multiplying 200 pps by 1/1000 of a second. Is that right? The lesson says: "velocity in pixels per second * time since last frame in seconds. So if the program runs at 200 frames per second: 200 pps * 1/200 seconds = 1 pixel" But...I thought we were multiplying 200 pps by 1/1000th of a second. What is this business with frames per second? I'd appreciate if someone could give me a little bit more detailed explanation as to how frame independent movement works. Thank you.

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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on creating text based games in XNA but have had no luck. Could you please help me or guide me in the right direction of how to do this in XNA. All help will greatly be appreciated. Thanks

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  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • backface culling error

    - by acrilige
    I write simple software renderer. In my pipeline i have stage of backface culling. But looks like it has some error (see picture). I perform culling right after world transformation. (i can't insert picture in post coz i don't have enough points, so i just upload it (cube model): http://imageshack.us/photo/my-images/705/bcerror.png/) Vector3F view_dir(0.0f, 0.0f, 1.0f); std::vector<Triangle> to_remove; for (Triangle &t : m_triangles) { Vector4F e1 = t.v2 - t.v1; Vector4F e2 = t.v3 - t.v1; Vector3F normal( e1.y * e2.z - e1.z * e2.y, e1.z * e2.x - e1.x * e2.z, e1.x * e2.y - e1.y * e2.x ); normal.Normalize(); float dot = Dot(view_dir, normal); if (dot <= 0) to_remove.push_back(t); } for (Triangle& t : to_remove) m_triangles.erase(std::remove(m_triangles.begin(), m_triangles.end(), t), m_triangles.end()); Camera sits in origin and points in screen (RH). What is the reason?

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    Hi! This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • Is there a cross-platform special directory I can use for game save files?

    - by Suds
    I'm developing with LWJGL and Java on a Windows 7 laptop. I've successfully set up saving to the %appdata%\gamename\saves\ or long form c:\users\user\appdata\roaming\gamename\saves\ folder by using File dir = new File(System.getenv("APPDATA") + "\\gamename\\saves\\");. I have hobbyist level experience with Linux, and zero experience with OSX. My game will be fully cross platform. Is System.getenv("APPDATA"); cross platform? If so, where does it point to on Linux or OSX? Is there a best practices alternative that I should use?

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • OpenGL error LNK2019

    - by Ghilliedrone
    I'm trying to compile a basic OpenGL program. I linked opengl32.lib and glu32.lib but I'm getting errors. The errors I get are: error LNK1120: 7 unresolved externals error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup error LNK2019: unresolved external symbol "public: float __thiscall GLWindow::getElapsedSeconds(void)" (?getElapsedSeconds@GLWindow@@QAEMXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: bool __thiscall GLWindow::isRunning(void)" (?isRunning@GLWindow@@QAE_NXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::attachExample(class Example *)" (?attachExample@GLWindow@@QAEXPAVExample@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::destroy(void)" (?destroy@GLWindow@@QAEXXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: __thiscall GLWindow::GLWindow(struct HINSTANCE__ *)" (??0GLWindow@@QAE@PAUHINSTANCE__@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "private: void __thiscall GLWindow::setupPixelFormat(void)" (?setupPixelFormat@GLWindow@@AAEXXZ) referenced in function "public: long __stdcall GLWindow::WndProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WndProc@GLWindow@@QAGJPAUHWND__@@IIJ@Z)

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • Calculating up-vector to avoid gimbal lock using euler angles

    - by jessejuicer
    I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the camera doesn't handle itself very well. It spins rapidly until arriving 180 degrees in the opposite direction. I believe this is known as gimbal lock. I understand you can avoid this problem using quaternions. But I also read in another forum that it's possible to avoid this easily using euler angles as well. Which I would prefer to do. It was said that all you need to do is "calculate a proper up-vector every frame, and that avoids the problem entirely." Well, I tried aligning the up-vector with the vertical axis of the camera whenever the camera changed orientation, but this didn't seem to work. Meaning that the up-vector followed exactly the orientation of the camera's y-axis (or it's up vector), instead of using a constant up-vector aligned to the up-vector of the world (0, 1, 0). How exactly do I go about calculating a proper up-vector as my camera orientation changes to avoid the gimbal lock problem mentioned above?

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Make objects slide across the screen in random positions

    - by user3475907
    I want to make an object appear randomly at the right hand side of the screen and then slide across the screen and disapear at the left hand side. I am working with libgdx. I have this bit of code but it makes items fall from the top down. Please help. public EntityManager(int amount, OrthoCamera camera) { player = new Player(new Vector2(15, 230), new Vector2(0, 0), this, camera); for (int i = 0; i < amount; i++) { float x = MathUtils.random(0, MainGame.HEIGHT - TextureManager.ENEMY.getHeight()); float y = MathUtils.random(MainGame.WIDTH, MainGame.WIDTH * 10); float speed = MathUtils.random(2, 10); addEntity(new Enemy(new Vector2(x, y), new Vector2(-0, -speed))); }

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  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • Does XNA/MonoGame have a text caching mechanism, or has an open source one been implemented?

    - by Casey
    I'm playing around with MonoGame, and I've noticed the SpriteFont class draws static text very inefficiently. Each time the text is drawn the spacing is recalculated. This isn't a big deal on my quad core PC, but on mobile applications it might be a problem. Before I go and program some text which caches the arrangement of its letters in an array and then feeds that array to the SpriteBatch, I would like to make sure there isn't something available to do this already, either in MonoGame itself or a class someone has implemented and made available for general use.

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  • OpenGL quake 3 shader file for objects (for trees)

    - by mlodziaszka
    I decided to add to my game few trees, I already quake 3 model loader (md3) its for characters and method for texture drawing is store in *.ini file. I found a package of trees in MD3 and I have no problem with loading model alone, but there is a *.shader file and i have no idea how to load it to draw texture properly. Tree pack: http://www.custommapmakers.org/wiki/index.php/Models:GR_Trees_set I do not have to use exactly this format, I can write another loader, but trees in *.obj or .3ds look even harder

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  • What is the most secure way to archive a GKScore to be re-submitted later?

    - by Jonathan Sibley
    I'm looking for the safest way to archive and store a GKScore that needs to be re-submitted to Game Center (say, because the user didn't have a network connection at the time the score was earned). I would like to archive the GKScore instance in case the app is terminated before it can be successfully re-submitted to Game Center. My worry is that if it's archived to an instance of NSData and saved in a .plist, it would be easy to manipulate. Perhaps this worry is unjustified? NOTE: I posted a similar question on Stack Overflow only to realize that it's better asked here.

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • GLSL Normals not transforming propertly

    - by instancedName
    I've been stuck on this problem for two days. I've read many articles about transforming normals, but I'm just totaly stuck. I understand choping off W component for "turning off" translation, and doing inverse/traspose transformation for non-uniform scaling problem, but my bug seems to be from a different source. So, I've imported a simple ball into OpenGL. Only transformation that I'm applying is rotation over time. But when my ball rotates, the illuminated part of the ball moves around just as it would if direction light direction was changing. I just can't figure out what is the problem. Can anyone help me with this? Here's the GLSL code: Vertex Shader: #version 440 core uniform mat4 World, View, Projection; layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec3 VertexColor; layout(location = 2) in vec3 VertexNormal; out vec4 Color; out vec3 Normal; void main() { Color = vec4(VertexColor, 1.0); vec4 n = World * vec4(VertexNormal, 0.0f); Normal = n.xyz; gl_Position = Projection * View * World * vec4(VertexPosition, 1.0); } Fragment Shader: #version 440 core uniform vec3 LightDirection = vec3(0.0, 0.0, -1.0); uniform vec3 LightColor = vec3(1f); in vec4 Color; in vec3 Normal; out vec4 FragColor; void main() { diffuse = max(0.0, dot(normalize(-LightDirection), normalize(Normal))); vec4 scatteredLight = vec4(LightColor * diffuse, 1.0f); FragColor = min(Color * scatteredLight, vec4(1.0)); }

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