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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Channelling an explosion along a narrow passage

    - by finnw
    I am simulating explosions in a 2D maze game. If an explosion occurs in an open area, it covers a circular region (this is the easy bit.) However if an explosion occurs in a narrow passage (i.e narrower than the blast range) then it should be "compressed", so that it goes further and also it should go around corners. Ultimately, unless it is completely boxed-in, then it should cover a constant number of pixels, spreading in whatever direction is necessary to reach this total area. I have tried using a shortest-path algorithm to pick the nearest N pixels to the origin avoiding walls, but the effect is exaggerated - the blast travels around corners too easily, making U-turns even when there is a clear path in another direction. I don't know whether this is realistic or not but it is counter-intuitive to players who assume that they can hide around a corner and the blast will take the path of least resistance in a different direction. Is there a well-known (and fast) algorithm for this?

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • How to acheive a smooth 2D lighting effect?

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

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  • Save Zone Implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } }

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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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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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  • My game seems to be incompatible with recording software. What could be causing this?

    - by Lewis Wakeford
    I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at all when FRAPS or Bandicam attempts to attach to it, I get a black screen and a stream of GL INVALID OPERATION messages from my error reporting code. Dxtory can't seem to hook into it correctly at all, it doesn't display it's FPS counter or anything. My game logic appears to be running correctly from the debug traces, it just seems like all the gl library calls break. I don't know a huge amount about how these programs operate so I don't really know what I could be doing to cause this. I've heard they read from the OpenGL frame buffers so maybe I'm doing something wrong there? I'm letting GLFW and GLEW do all the low level initialization, but I have successfully recorded projects with the same setup and recording software. Essentially, has anyone ever run into something like this before or do you know anything about how these programs work that could give a clue as to the cause of the issue?

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  • Making a clone of a game 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 hitpoints 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 hp, dmg, etc. considered illegal even if everything else is changed.

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • non randomic enemy movement implementation

    - by user601836
    I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its path until it detects a player, at this point it will start chasing it using a chasing algorithm. According to a friend of mine this implementation is good because the design of a good path will provide to the user a sort of reality sensation.

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Scan-Line Z-Buffering Dilemma

    - by Belgin
    I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by edges. Right now, I'm doing perspective projection with the projecting plane being XY and the eye placed somewhere at (0, 0, d), with d < 0. By doing Z-Buffering, I need to find the depth of the point of a polygon (they're all planar) which corresponds to a certain pixel on the screen so I can hide the surfaces that are not visible. My questions are the following: How do I determine to which polygon does a pixel belong to so I could use the formula of the plane which contains the polygon to find the Z-coordinate? Are my data structures correct? Do I need to store something else entirely in order for this to work? I'm just projecting the vertices onto the projection plane and joining them with lines based on the pointer lists.

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  • Deleting a game object causing an access violation

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

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  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

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  • Which 3D file formats support multiple animations? [on hold]

    - by Justin
    I'm working on a 3D application that uses Assimp to import 3D models with animations. Personally, I use Blender to create the models and animations. I'm having trouble exporting multiple animations, however. For example, I'd like to have an idle animation, a walk animation, a run animation, etc. So far I've tried COLLADA and DirectX without much success. The COLLADA export will include the first animation, but not any of the others. The DirectX doesn't include any animation. Which 3D file formats support multiple animations? (Preferably one that Assimp can import. Also, the Assimp website says that it doesn't support .blend files with animation, otherwise I'd just do that.)

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  • Most efficient 3d depth sorting for isometric 3d in AS3?

    - by AttackingHobo
    I am not using the built in 3d MovieClips, and I am storing the 3d location my way. I have read a few different articles on sorting depths, but most of them seem in efficient. I had a really efficient way to do it in AS2, but it was really hacky, and I am guessing there are more efficient ways that do not rely on possibly unreliable hacks. What is the most efficient way to sort display depths using AS3 with Z depths I already have?

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

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