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  • Best way to do large XNA animations?

    - by Harold
    What's the best way to have large animations in XNA 4.0? I have created a spritesheet with the sprite being 250x400 (more of an image than a sprite but hey ho) and there are approximately 45 frames in the animation. This causes problems for XNA as it says that the maximum filesize for Reach is 2048. I'd rather not change to hidef as I heard that means that your game is less compatible with some computers and systems so does anyone have any idea what the best thing I could do is? The only thing I could come up with is to have a list of textures to flick through but that's not ideal.

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • SOA Community Newsletter September 2012

    - by JuergenKress
    Dear SOA partner community member Are you ready for Oracle Open World 2012? If you are planning to attend, make sure that you prepare your trip to San Francisco. If you could not make it, watch the keynotes live on-demand. You can also plan and decide to visit the SOA, Cloud and Service Technology Symposium 2012 and meet Tim Hall and Demed Lher from our product management team in London. As an Oracle partner you will get 50% discount on the conference pass, please use the code DJMXZ370 and avail your discount. The BPM Solution Catalogue is now live, make sure you use the process examples and contribute your processes. SOA Proactive support is the best resource to support your SOA implementations. To administrate your SOA systems Enterprise Manager Cloud Control 12c is the best tool, you can now attend thefree on-demand training. EM12c, Real User Experience Insight 12R1 gives you all the details, checkout our new demo. The BPM11g demo for Oracle E-Business Suite has become available. A wonderful SOA demo case is the Fusion Order Demo, Antony Reynolds posted an article how to update it on SOA Suite PS5. If you do use Coherence e.g. for SOA Suite, checkout the extension from our partner CloudTran. In this edition to this you will also find articles from: Automatically Disable Proxy Service to avoid overloading OSB By Jian Liang & Storing SCA Metadata in the Oracle Metadata Services Repository by Nicolás Fonnegra Martinez and Markus Lohn & Exploring MDS Explorer by Mark Nelson & Using Cloud OER to Find Fusion Applications On-Premise Service Concrete WSDL URL by Rajesh Raheja & Oracle Service Bus duplicate message check using Coherence by Jan van Zoggel & Installing Oracle SOA Suite10g on Oracle Enterprise Linux Lonneke Dikmans & Generating an EJB SDO Service Interface for Oracle SOA Suite by Edwin Biemond. Jürgen Kress Oracle SOA & BPM Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/soanewsSeptember2012 (OPN Account required) To become a member of the SOA Partner Community please register at http://www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Community newsletter,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • Top Questions and Answers for Pluging into Oracle Database as a Service

    - by David Swanger
    Yesterday we hosted a comprehensive online forum that shared a comprehensive path to help your organization design, deploy, and deliver a Database as a Service cloud. If you missed the online forum, you can watch it on demand by registering here. We received numerous questions.  Below are highlights of the most informative: DBaaS requires a lengthy and careful design efforts. What is the minimum requirements of setting up a scaled-down environment and test it out? You should have an OEM 12c environment for DBaaS administration and then a target database deployment platform that has the key characteristics of what your production environment will look like. This could be a single server or it could be a small pool of hosts if your production DBaaS will be larger and you want to test a more robust / real world configuration with Zones and Pools or DR capabilities for example. How does this benefit companies having their own data center? This allows companies to transform their internal IT to a service delivery model for the database. The benefits to the company are significant cost savings, improved business agility and reduced risk. The benefits to the consumers (internal) of services if much fast provisioning, and response to change in business requirements. From a deployment perspective, is DBaaS's job solely DBA's job? The best deployment model enables the DBA (or end-user) to control the entire process. All resources required to deploy the service are pre-provisioned, and there are no external dependencies (on network, storage, sysadmins teams). The service is created either via a self-service portal or by the DBA. The purpose of self service seems to be that the end user does not rely on the DBA. I just need to give him a template. He decides how much AMM he needs. Why shall I set it one by one. That doesn't seem to be the purpose of self service. Most customers we have worked with define a standardized service catalog, with a few (2 to 5) different classes of service. For each of these classes, there is a pre-defined deployment template, and the user has the ability to select from some pre-defined service sizes. The administrator only has to create this catalog once. Each user then simply selects from the options offered in the catalog.  Looking at DBaaS service definition, it seems to be no different from a service definition provided by a well defined DBA team. Why do you attribute it to DBaaS? There are a couple of perspectives. First, some organizations might already be operating with a high level of standardization and a higher level of maturity from an ITIL or Service Management perspective. Their journey to DBaaS could be shorter and their Service Definition will evolve less but they still might need to add capabilities such as Self Service and Metering/Chargeback. Other organizations are still operating in highly siloed environments with little automation and their formal Service Definition (if they have one) will be a lot less mature today. Therefore their future state DBaaS will look a lot different from their current state, as will their Service Definition. How database as a service impact or help with "Click to Compute" or deploying "Database in cloud infrastructure" DBaaS enables Click to Compute. Oracle DBaaS can be implemented using three architecture models: Oracle Multitenant 12c, native consolidation using Oracle Database and consolidation using virtualization in infrastructure cloud. As Deploy session showed, you get higher consolidating density and efficiency using Multitenant and higher isolation using infrastructure cloud. Depending upon your business needs, DBaaS can be implemented using any of these models. How exactly is the DBaaS different from the traditional db? Storage/OS/DB all together to 'transparently' provide service to applications? Will there be across-databases access by application/user. Some key differences are: 1) The services run on a shared platform. 2) The services can be rapidly provisioned (< 15 minutes). 3) The services are dynamic and can be relocated, grown, shrunk as needed to meet business needs without disruption and rapidly. 4) The user is able to provision the services directly from a standardized service catalog.. With 24x7x365 databases its difficult to find off peak hrs to do basic admin tasks such as gathering stats, running backups, batch jobs. How does pluggable database handle this and different needs/patching downtime of apps databases might be serving? You can gather stats in Oracle Multitenant the same way you had been in regular databases. Regarding patching/upgrading, Oracle Multitenant makes patch/upgrade very efficient in that you can pre-provision a new version/patched multitenant db in a different ORACLE_HOME and then unplug a PDB from its CDB and plug it into the newer/patched CDB in seconds.  Thanks for all the great questions!  If you'd like to learn more and missed the online forum, you can watch it on demand here.

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Determine corners of a specific plane in the frustum

    - by Takumi
    I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't know how to determine positions of the borders of the window. For example, my camera is at (0,0,0) and looking forward (0,0,1). I set my spaceship at (0,0,50). I also know the near plane (1) and the far plane(1000). I think i'd have to find the 4 corners of the plane in the frustum whose z position is 50, and with these corner i can determine borders. But i don't know how to determine x and y.

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • How can I store all my level data in a single file instead of spread out over many files?

    - by Jon
    I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player moves over a section that doesn't have a file associated with the position, a new file is created. This works great, and is very fast. My issue, is that as you are playing the file count gets larger and larger. I'm wondering what are techniques that can be used to alleviate the file count, without taking a performance hit. I am interested in how you would store/seek/update this data in a single file instead of multiple files efficiently.

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • How to get warnings when compiling fx files

    - by jdv-Jan de Vaan
    When I compile DirectX shaders (.fx files), I dont see any compiler warnings unless there was an error in the effect. This happens both when using the offline FXC compiler, as well as calling SlimDx's CompileEffect (which is what we normally do). I could force warnings as errors (/WX), but if you enable that, you get an error that compilation failed, without the warning that caused the problem. So how can I output warnings for shaders that compile properly?

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  • how does server communication work in a flash game with a php backend

    - by Tim Rogers
    I am trying to create a browser game using actionscript/flash. Currently, I'm trying to understand how I would go about creating a back-end which interfaced with my MySQL database. As far as I understand, If I create a php file on a webserver called test.php and then navigate to a webpage hosted on the server eg. www.example.com/test, the php script will run and display the result in my browser. This would use http. Is this how communication between client and server usually works in a flash game? for example, if the game needed to query the db. Would actionscript have to essentially invoke the url of the php script that would execute the query? it could then parse the data and use it. If this is the case, then is JSON considered a good way to transfer data over http?

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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

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