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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Question about JPanel "transition" for Java Swing

    - by user16778
    I want to make like a sort of main menu (in GUI). When the user clicks the start button, the screen transition into another "screen" (JPanel). This image will make it easier to understand. http://i.imgur.com/Cfdry.png Currently, I have a MainMenu extends JPanel and that gets added into a driver class with a JFrame. I can't figure how to switch to another class like Game extends JPanel. So when the user clicks the start button in MainMenu, I want it to somehow hide itself and the Game to show itself. Thanks.

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  • How can I improve my isometric tile-picking algorithm?

    - by Cypher
    I've spent the last few days researching isometric tile-picking algorithms (converting screen-coordinates to tile-coordinates), and have obviously found a lot of the math beyond my grasp. I have come fairly close and what I have is workable, but I would like to improve on this algorithm as it's a little off and seems to pick down and to the right of the mouse pointer. I've uploaded a video to help visualize the current implementation: http://youtu.be/EqwWcq1zuaM My isometric rendering algorithm is based on what is found at this stackoverflow question's answer, with the exception that my x and y axis' are inverted (x increased down-right, while y increased up-right). Here is where I am converting from screen to tiles: // these next few lines convert the mouse pointer position from screen // coordinates to tile-grid coordinates. cameraOffset captures the current // mouse location and takes into consideration the camera's position on screen. System.Drawing.Point cameraOffset = new System.Drawing.Point( 0, 0 ); cameraOffset.X = mouseLocation.X + (int)camera.Left; cameraOffset.Y = ( mouseLocation.Y + (int)camera.Top ); // the camera-aware mouse coordinates are then further converted in an attempt // to select only the "tile" portion of the grid tiles, instead of the entire // rectangle. this algorithm gets close, but could use improvement. mouseTileLocation.X = ( cameraOffset.X + 2 * cameraOffset.Y ) / Global.TileWidth; mouseTileLocation.Y = -( ( 2 * cameraOffset.Y - cameraOffset.X ) / Global.TileWidth ); Things to make note of: mouseLocation is a System.Drawing.Point that represents the screen coordinates of the mouse pointer. cameraOffset is the screen position of the mouse pointer that includes the position of the game camera. mouseTileLocation is a System.Drawing.Point that is supposed to represent the tile coordinates of the mouse pointer. If you check out the above link to youtube, you'll notice that the picking algorithm is off a bit. How can I improve on this?

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  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

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  • Java keyboard input [on hold]

    - by dØd
    I'm trying to implement a input system that can detect whether a certain key was held or was only pressed briefly. So far I have this: KEY_INTERACTION_TRESHOLD = 400ms //inside a constructor shouldMeasure = true; @Override public void keyPressed(KeyEvent e) { if (shouldMeasure) { startTime = System.currentTimeMillis(); shouldMeasure = false; return; } System.out.println("Button is held down"); e.consume(); } @Override public void keyReleased(KeyEvent e) { if (System.currentTimeMillis() - startTime < KEY_INTERACTION_TRESHOLD) { System.out.println("Button was only pressed briefly"); } startTime = 0; shouldMeasure = true; e.consume(); } Now this works, but the problem is that there is this delay between when I press a key to hold and when the message 'Button is held down' gets displayed. I understand why this delay occurs (for example when you press and hold a letter there will be a similar delay between the first and the second letter printed out), but I would like to somehow avoid it. I'm using only the Java API.

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • Whats a good setup/toolchain for a project?

    - by acidzombie24
    I was thinking, what is needed for a good setup and what are good (free) tools to use? Some of what i came up with are Bug tracking Some good (distributed:P) source control (which means no svn fellas) automated nightly builds or a continuous integration (or anything that automates builds and possibly sends emails when there are build errors) wiki to document decisions, road map or milestones. Something to backup assets (art, sound, etc) What else? and do you have suggestions for any of the above? i pretty much clueless of all of these except for source control

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  • What functionality should I use in OpenGL 2.0?

    - by Jeffrey
    Considering OpenGL 2.1, we all know that glBegin and glEnd are the devil. Should I use only VBO to render 3d primitives (I can't find VAO in that version, weren't there already?)? Should I still use the matrix stack (why not?)? Should I still use glFrustum? Can I take advantage of shaders in GLSL 1.20? Where can I find a tutorial for VBO in OpenGL 2.1 and the "correct" way of programming in it? Also how am I supposed to animate something. Like a cube moving around an object or a player moving in the scene (static vbo data + shader?)? Note: Take your time to answer this question, I'll accept an answer tomorrow.

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

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

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  • Where can I find affordable legal advice for game software related inquiries?

    - by Steven Lu
    I am working on simulation middleware which is applicable for game engine implementations. What I would like to do is to make it freely available for use for all non-commercial purposes, while at the same time imposing some percentage of royalty on revenue (above a certain threshold) that is derived from my work. Something very similar to Epic's UDK licensing model. To facilitate the use of my software, I plan to offer binaries (static libs) for several platforms, as well as obfuscated source code which I will freely distribute, in addition to documentation of the API. I simply want to impose the restriction that if you try to make money from it, I get a cut eventually. I'm wondering if there are online forums and such where I am likely to find people who are willing to assist me in terms of learning what sort of things I have to do to get things down on the right kinds of documents. So far a site like this seems to be the most promising.

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  • Music for Kids Game!

    - by Dane
    I'm developing a Multimedia Software for Kindergarten Kids. It introduce them to animals, Alphabets, Simple Math, Colors and it contain some simple games. Music is very crucial for my project and it is very important to choose the right sort of music for different sections. But unfortunately I know nothing about music. Is there a music consultant firm which can help me to choose melodies and rythmes for my project from free music available in internet. My Budget is limited but as this is mandatory and I have no knowledge or taste about music, I think I can afford to pay for this.

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

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

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • Quaternion based rotation and pivot position

    - by Michael IV
    I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the space and not a local pivot which is what I want. Here is the code [Using Java] Quaternion rotation method: public void rotateTo3(float xr, float yr, float zr) { _rotation.x = xr; _rotation.y = yr; _rotation.z = zr; Quaternion xrotQ = Glm.angleAxis((xr), Vec3.X_AXIS); Quaternion yrotQ = Glm.angleAxis((yr), Vec3.Y_AXIS); Quaternion zrotQ = Glm.angleAxis((zr), Vec3.Z_AXIS); xrotQ = Glm.normalize(xrotQ); yrotQ = Glm.normalize(yrotQ); zrotQ = Glm.normalize(zrotQ); Quaternion acumQuat; acumQuat = Quaternion.mul(xrotQ, yrotQ); acumQuat = Quaternion.mul(acumQuat, zrotQ); Mat4 rotMat = Glm.matCast(acumQuat); _model = new Mat4(1); scaleTo(_scaleX, _scaleY, _scaleZ); _model = Glm.translate(_model, new Vec3(_pivot.x, _pivot.y, 0)); _model =rotMat.mul(_model);//_model.mul(rotMat); //rotMat.mul(_model); _model = Glm.translate(_model, new Vec3(-_pivot.x, -_pivot.y, 0)); translateTo(_x, _y, _z); notifyTranformChange(); } Model matrix scale method: public void scaleTo(float x, float y, float z) { _model.set(0, x); _model.set(5, y); _model.set(10, z); _scaleX = x; _scaleY = y; _scaleZ = z; notifyTranformChange(); } Translate method: public void translateTo(float x, float y, float z) { _x = x - _pivot.x; _y = y - _pivot.y; _z = z; _position.x = _x; _position.y = _y; _position.z = _z; _model.set(12, _x); _model.set(13, _y); _model.set(14, _z); notifyTranformChange(); } But this method in which I don't use Quaternion works fine: public void rotate(Vec3 axis, float angleDegr) { _rotation.add(axis.scale(angleDegr)); // change to GLM: Mat4 backTr = new Mat4(1.0f); backTr = Glm.translate(backTr, new Vec3(_pivot.x, _pivot.y, 0)); backTr = Glm.rotate(backTr, angleDegr, axis); backTr = Glm.translate(backTr, new Vec3(-_pivot.x, -_pivot.y, 0)); _model =_model.mul(backTr);///backTr.mul(_model); notifyTranformChange(); }

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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • glsl demo suggestions ?

    - by brainydexter
    In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. Recently, one of the places asked me if I can send them a sample of 'something' that is "visually polished". So, I decided to take the plunge and wrote some simple shader in GLSL(with opengl).I now have a basic setup where I can use vbos with glsl shaders. I have a very short window left to send something to them and I was wondering if someone with experience, could suggest an idea that is interesting enough to grab someone's attention. Thanks

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

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

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  • Defining the track in a 2D racing game

    - by Ivan
    I am designing a top-down racing game using canvas (html5) which takes a lot of inspiration from Micro Machines. In MM, cars can move off the track, but they are reset/destroyed if they go too far. My maths knowledge isn't great, so I'm finding it hard to separate 3D/complex concepts from those which are directly relevant to my situation. For example, I have seen "splines" mentioned, is this something I should read up on or is that overkill for a 2D game? Could I use a single path which defines the centre of the track and check a car's distance from this line? A second path might be required as a "racing line" for AI. Any advice on methods/techniques/terms to read up on would be greatly appreciated.

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • GLSL Normals not transforming propertly

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

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  • Make Interactive Story more Variable [on hold]

    - by Guest0343
    I'm creating an interactive story that allows users to make choices based on a story. However, it doesn't give users room to do much creatively on their own. They are bound by the script at the moment. I'm wondering if anyone can suggest any element I can add that might give users some personalization. I was thinking about maybe character editing, but that doesn't add too much. I also thought about a stats system where they can have certain attributes and stats they might earn, but I'm not sure how they might use those stats. Anything is helpful!

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  • Rotating a cube using jBullet collisions

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

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  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

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