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  • Need help drawings planets in Java.

    - by d33j
    I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) So for the moment, i'd be pretty happy to be able to start off with just drawing a wireframed sphere(s). ps: I don't want to use external libraries like Java3D, JOGL or aftermarket engines like JMonkeyEngine, Would rather keep it as straight Java.

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  • Generating triangles from a square grid

    - by vivi
    I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square diagonally into 2 triangles, however the split diagonal can clearly be seen, especially from the top : [Sorry, as a new user I can't post images, please see here : imgur] Is there a recommended way to generate triangles to remove/reduce this effect ?

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • Why don't C++ Game Developers use the boost library?

    - by James
    So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if you aren't using it, you're not writing "real' C++ (I disagree, but that's not the point). But then there is the game industry, which is well known for using C++ and not using boost. I can't help but wonder why that is. I don't care to use boost because I write games (now) as a hobby, and part of that hobby is implementing what I need when I am able to and using off-the-shelf libraries when I can't. But that is just me. Why don't game developers, in general, use the boost library? Is it performance or memory concerns? Style? Something Else? I was about to ask this on stack overflow, but I figured the question is better asked here. EDIT : I realize I can't speak for all game programmers and I haven't seen all game projects, so I can't say game developers never use boost; this is simply my experience. Allow me to edit my question to also ask, if you do use boost, why did you choose to use it?

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  • How to use OpenGL functions from multiples thread?

    - by Robert
    I'm writing a small game using OpenGL. I'm implementing basic networking in this game and I'm facing a problem. I have a thread in my client socket class that check for available data, when there are data I raise an event like this : immutable int len = this.m_socket.receive(data); if(len > 0) { this.m_onDataEvent(data); } Then on my game class, I have a function that handle and parse data like this : switch(msgId) { case ProtocolID.CharacterData: // Load terrain with opengl, character model.... Im not able to call opengl functions because my opengl context is created from a different thread. But I really don't know how I can solve this problem, I tried Google but it's really hard to find a solution. I'm using D programming language if it can help.

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  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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  • How do I implement layers on a tile map?

    - by mitch
    I have a game where, based upon the visible tiles in the viewport, I need to retrieve data of items in the visible tiles. I am planning to use Javascript to AJAX request in a batch based upon the visible tiles which contain image tags like Google Maps. The layer will be in SVG or canvas. The item information will be in JSON format. What is the best approach, to fetch the data? I currently have complex class I wrote in Javascript which determines the visible columns/rows and offsets relative to the visible area shown. Each item is also user contributed and will be rendered in canvas or SVG layer.

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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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  • What would be a good filter to create 'magnetic deformers' from a depth map?

    - by sebf
    In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point in world space the deviation occurs and the extent. Simply transforming all occluded vertices to the depths as defined by the 'hull' is fairly effective, and has good performance, but it suffers the problem of not preserving the features of the mesh and requires extensive culling to avoid false-positives. I would like instead to generate from the depth deviation map a set of simple 'deformers' which will 'push'* all vertices of the deformed mesh outwards (in world space). This way, all features of the mesh are preserved and there is no need to have complex heuristics to cull inappropriate vertices. I am not sure how to go about generating this deformer set however. I am imagining something like an algorithm that attempts to match a spherical surface to each patch of contiguous deviations within a certain range, but do not know where to start doing this. Can anyone suggest a suitable filter or algorithm for generating deformers? Or to put it another way 'compressing' a depth map? (*Push because its fitting to a convex 'bulgy' humanoid so transforms are likely to be 'spherical' from the POV of the surface.)

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • Physic engine for snooker/billard game

    - by Marc Gillé
    I think most billard/snooker games have a lot of problems with their physic engines. They are far away from realistic and you can't really enjoy the game (especially when snooker is your hobby :) ) So I want to try to make an own physic engine (and own snooker game). I think the physic engine is the most important part of such a game. So my question is: Do anybody know an open physic enginge I can start with? Is there any literature about such physic problems?

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • Vector vs Scalar velocity?

    - by Serguei Fedorov
    I am revamping an engine I have been working on and off on for the last few weeks to use a directional vector to dictate direction; this way I can dictate the displacement based on a direction. However, the issue I am trying to overcome is the following problem; the speed towards X and speed towards Y are unrelated to one another. If gravity pulls the object down by an increasing velocity my velocity towards the X should not change. This is very easy to implement if my speed is broken into a Vector datatype, Vector.X dictates one direction Vector.Y dictates the other (assuming we are not concerned about the Z axis). However, this defeats the purpose of the directional vector because: SpeedX = 10 SpeedY = 15 [1, 1] normalized = ~[0.7, 0.7] [0.7, 0.7] * [10, 15] = [7, 10.5] As you can see my direction is now "scaled" to my speed which is no longer the direction that I want to be moving in. I am very new to vector math and this is a learning project for me. I looked around a little bit on the internet but I still want to figure out things on my own (not just look at an example and copy off it). Is there way around this? Using a directional vector is extremely useful but I am a little bit stumped at this problem. I am sorry if my mathematical understanding maybe completely wrong.

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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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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  • Suggestions to start a cross-platform project

    - by Gabriele
    I have a big project in my head, it should be cross-platform (Win, Max and Linux), online (Client - Server) and with 3D graphics. I would like some suggestions to start with the right things. Currently I'm a PHP/MySQL coder, I used to code in C and Pascal on DOS ages (Borland Times ;)), my C knowlegde need a refresh but it's ok. I guess C++ it's the right language. What platform and what i should use to code? I can choose from all three platforms. My idea was to use Visual Studio 2010 C++, but i'm not sure if it support Native code. What kind of libraries should i use? I guessed OpenSSL for the login, OpenGL for graphics part. For the Audio or the GUI? Any other suggestions are well accepted. I know it's a "BIG DEAL" but I have no rush and it'll be a free-time project, only for my pleasure. Thank you in advance.

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

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  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

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  • Java: Reflection Packet Builder using getField()

    - by Matchlighter
    So I just finished writing a packet builder that dynamically loads data into a data stream which is then sent out. Each builder operates by finding fields in its class (and its superclasses) that are marked with an @data annotation. Upon finishing the builder, I remembered that getFields() does not return in "any specific order". I quite like my builder because it allows for quite simple, yet hard-typed packets. Could this implementation be a problem? What would be the best next step to keep the simplicity - do alphabetical sorting of fields?

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  • Scaling along an arbitrary axis (Dealing with non-uniform scale)

    - by Jon
    I'm trying to build my own little engine to get more familiar with the concepts of 3D programming. I have a transform class that on each frame it creates a Scaling Matrix (S), a Rotation Matrix from a Quaternion (R) and concatenates them together (S*R). Once i have SR, I insert the translation values into the bottom of the three columns. So i end up with a transformation matrix that looks like: [SR SR SR 0] [SR SR SR 0] [SR SR SR 0] [tx ty tz 1] This works perfectly in all cases except when rotating an object that has a non-uniform scale. For example a unit cube with ScaleX = 4, ScaleY = 2, ScaleZ = 1 will give me a rectangular box that is 4 times as wide as the depth and twice as high as the depth. If i then translate this around, the box stays the same and looks normal. The problem happens whenever I try to rotate this scaled box. The shape itself becomes distorted and it appears as though the Scale factors are affecting the object on the World X,Y,Z axis rather than the local X,Y,Z axis of the object. I've done some pretty extensive research through a variety of textbooks (Eberly, Moller/Hoffman, Phar etc) and there isn't a ton there to go off of. Online, most of the answers say to avoid non-uniform scaling which I understand the desire to avoid it, but I'd still like to figure out how to support it. The only thing I can think off is that when constructing a Scale Matrix: [sx 0 0 0] [0 sy 0 0] [0 0 sz 0] [0 0 0 1] This is scaling along the World Axis instead of the object's local Direction, Up and Right vectors or it's local Z, Y, X axis. Does anyone have any tips or ideas on how to handle construction a transformation matrix that allows for non-uniform scaling and rotation? Thanks!

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