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  • How to make unit selection circles merge?

    - by MaT
    I would like to know how to make this effect of merged circle selection. Here are images to illustrate: Basically I'm looking for this effect: How the merge effect of the circles can be achieved ? I didn't found any explanation concerning this effect. I know that to project those texture I can develop a decal system but I don't know how to create the merging effect. If possible, I'm looking for purely shaders solution.

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  • CodePlex Daily Summary for Saturday, October 26, 2013

    CodePlex Daily Summary for Saturday, October 26, 2013Popular ReleasesEvent-Based Components AppBuilder: AB3.AppDesigner.57.10: Iteration 57.10 (Redesign): Edit of wire points for complex wires with N points redesigned. Nice side effect because of new design: Now the related wire segment and arrow moves as well! Improved: WireDecoratorMoreTerra (Terraria World Viewer): MoreTerra 1.11.4: Release 1.11.4 =========== = Compatibility = =========== Updated to add the new tiles/walls in 1.2.1Gac Library -- C++ Utilities for GPU Accelerated GUI and Script: Gaclib 0.5.5.0: Gaclib.zip contains the following content GacUIDemo Demo solution and projects Public Source GacUI library Document HTML document. Please start at reference_gacui.html Content Necessary CSS/JPG files for document. Improvements to the previous release Add 1 demos Editor.Toolstrip.Document Added new features GuiDocumentViewer and GuiDocumentLabel is editable like an RichTextEdit control.Emptycanvas: Emptycanvas v21: Maintenant plusieurs lumières possibles.PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.0.7: This is a bug fix release, containing some important fixes! Fixed issue where Session 0 was not detected correctly, resulting in issues when attempting to display a UI when none was allowed Fixed Installation Prompt and Installation Restart Prompt appearing when deploy mode was non-interactive or silent Fixed issue where defer prompt is displayed after force closing multiple applications Fixed issue executing blocked app execution dialog from UNC path (executed instead from local tempo...BlackJumboDog: Ver5.9.7: 2013.10.24 Ver5.9.7 (1)FTP???????、2?????????????shift-jis????????????? (2)????HTTP????、???????POST??????????????????CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.1.0.34322 Alpha 4: This experimental release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Based on Firestorm viewer 4.4.2 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-1-0-34322-alpha-4 Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or sup...VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 32 Beta: Note: This release does not work with custom VsTortoise toolbars. These get removed every time when you shutdown Visual Studio. (#7940) This release has been tested with Visual Studio 2008, 2010, 2012 and 2013, using TortoiseSVN 1.6, 1.7 and 1.8. It should also still work with Visual Studio 2005, but I couldn't find anyone to test it in VS2005. Build 32 (beta) changelogNew: Added Visual Studio 2013 support New: Added Visual Studio 2012 support New: Added SVN 1.8 support New: Added 'Ch...ABCat: ABCat v.2.0.1a: ?????????? ???????? ? ?????????? ?????? ???? ??? Win7. ????????? ?????? ????????? ?? ???????. ????? ?????, ???? ????? ???????? ????????? ?????????? ????????? "?? ??????? ????? ???????????? ?????????? ??????...", ?? ?????????? ??????? ? ?????????? ?????? Microsoft SQL Ce ?? ????????? ??????: http://www.microsoft.com/en-us/download/details.aspx?id=17876. ???????? ?????? x64 ??? x86 ? ??????????? ?? ?????? ???????????? ???????. ??? ??????? ????????? ?? ?????????? ?????? Entity Framework, ? ???? ...NB_Store - Free DotNetNuke Ecommerce Catalog Module: NB_Store v2.3.8 Rel3: vv2.3.8 Rel3 updates the version number in the ManagerMenuDefault.xml. Simply update the version setting in the Back Office to 02.03.08 if you have already installed Rel2. v2.3.8 Is now DNN6 and DNN7 compatible NOTE: NB_Store v2.3.8 is NOT compatible with DNN5. SOURCE CODE : https://github.com/leedavi/NB_Store (Source code has been moved to GitHub, due to issues with codeplex SVN and the inability to move easily to GIT on codeplex)patterns & practices: Data Access Guidance: Data Access Guidance 2013: This is the 2013 release of Data Access Guidance. The documentation for this RI is also available on MSDN: Data Access for Highly-Scalable Solutions: Using SQL, NoSQL, and Polyglot Persistence: http://msdn.microsoft.com/en-us/library/dn271399.aspxLINQ to Twitter: LINQ to Twitter v2.1.10: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.Media Companion: Media Companion MC3.584b: IMDB changes fixed. Fixed* mc_com.exe - Fixed to using new profile entries. * Movie - fixed rename movie and folder if use foldername selected. * Movie - Alt Edit Movie, trailer url check if changed and confirm valid. * Movie - Fixed IMDB poster scraping * Movie - Fixed outline and Plot scraping, including removal of Hyperlink's. * Movie Poster refactoring, attempts to catch gdi+ errors Revision HistoryJayData -The unified data access library for JavaScript: JayData 1.3.4: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like WebAPI, OData, MongoDB, WebSQL, SQLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with KendoUI, Angular.js, Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video KendoUI examples: JayData example site Examples for map integration JayData example site What's new in JayData 1.3.4 For detailed release notes check ...TerrariViewer: TerrariViewer v7.2 [Terraria Inventory Editor]: Added "Check for Update" button Hopefully fixed Windows XP issue You can now backspace in Item stack fieldsSimple Injector: Simple Injector v2.3.6: This patch releases fixes one bug concerning resolving open generic types that contain nested generic type arguments. Nested generic types were handled incorrectly in certain cases. This affects RegisterOpenGeneric and RegisterDecorator. (work item 20332)Virtual Wifi Hotspot for Windows 7 & 8: Virtual Router Plus 2.6.0: Virtual Router Plus 2.6.0Fast YouTube Downloader: Fast YouTube Downloader 2.3.0: Fast YouTube DownloaderMagick.NET: Magick.NET 6.8.7.101: Magick.NET linked with ImageMagick 6.8.7.1. Breaking changes: - Renamed Matrix classes: MatrixColor = ColorMatrix and MatrixConvolve = ConvolveMatrix. - Renamed Depth method with Channels parameter to BitDepth and changed the other method into a property.VidCoder: 1.5.9 Beta: Added Rip DVD and Rip Blu-ray AutoPlay actions for Windows: now you can have VidCoder start up and scan a disc when you insert it. Go to Start -> AutoPlay to set it up. Added error message for Windows XP users rather than letting it crash. Removed "quality" preset from list for QSV as it currently doesn't offer much improvement. Changed installer to ignore version number when copying files over. Should reduce the chances of a bug from me forgetting to increment a version number. Fixed ...New ProjectsASP.NET Web 2.0 Project: This is a project for a simple ASP.NET page that takes in two numbers and displays their sum - part of practical work for online MSc course, Herts University.CJQ: Internet information collectorCppUtility: Originally Function and Bind to make more people could be aware, then became CppUtility, a supplement to the existing STL library.DruDot CMS: The Project is a attempt to create a .Net CMS in parallel line to Drupal in PHP EventBrokR (Event broker): Event Broker - Publish and Take asynchronous event from multiple consumersHP Agile Management Lite: HP Agile Management LiteJohnny's Web Browser: wb aka Johnny's Web Browser is a free and open source web-browser that implement .NET framework classes only. Works with all Windows version with .NET frameworkKingSurvival: King Survival Game - examples for High-Quality Programming Code and Spaghetti codeNow We're Talking - BizTalk automated testing framework: The NWT framework for BizTalk allows developpers to automate testing of business processes, based on detailed scenarios.Pescar2013Shop: Proyecto basico de electrodomesticos.Pescar2013ShopLucasEzequielAyrton: asdasdasdasdsdadPescar2013Shop-MatiasyMaru: Página web de electrodomésticos.ProConfig: This is a project for Professional Project Configuration, which is based on .NET reflection.Regional Map for AWS / Amazon Cloud VPC: RegionalMap for Amazon Web Services creates an graphical overview of your VPC configuration of a region. Sams Simple Calculator: Sams Simple CalculatorSharePoint 2013 - Set App Master Page: Simple powershell script for setting a SharePoint 2013 app master page urlSimpleParser: Simple one pass parser that finds a words in text.SudokuConsoleApp: Sample C# console application solving sudoku with recursive algorithm.Team[ORC]: Simple Web Application Movies RoomTFS Event Manager: Allows you to manage Team Foundation Server event subscriptions as well as help troubleshoot event job processing.Wechat Dot Net: .NET based utility for Wechat platformWindows Phone Title Localization Tool: Windows Phone Tile Localization Tool is a Visual Studio extension that helps to generate and manage title and tile title resource dllsWPF TextBox provides only digits input: You can select what type of input you need - normal, only digits or digits with decimal point.wsscMarvelHeroes2013: This is the project related to module Web Scripting and Application Development, a web 2.0 site about Marvel's superheroes.

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  • Convenience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later Edit: If I am going in the right direction with XML would it make sense to convert it to JSON and use maybe Kyro or EclipseLink JAXB (MOXy)

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • Algorithm to find average position

    - by Simran kaur
    In the given diagram, I have the extreme left and right points, that is -2 and 4 in this case. So, obviously, I can calculate the width which is 6 in this case. What we know: The number of partitions:3 in this case The partition number at at any point i.e which one is 1st,second or third partition (numbered starting from left) What I want: The position of the purple line drawn which is positio of average of a particular partition So, basically I just want a generalized formula to calculate position of the average at any point.

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  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

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  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

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  • Box2D Bicycle Wheels Motor Problem - Flash 2.1a

    - by Craig
    I have made a bicycle with Box2D using several polygons for the frame at different angles connected using weld joints, and I have revolute joints on the wheels with a motor. I have made some basic terrain (straight ground and a small ramp) and added keyboard input to control the bicycle with torque to balance it. All of this is done in with Box2D's Debug Draw. When the bicycle is on its back wheel but diagonally forward (kinda like this position - /) the motors just cause it go spinning backwards over when in reality it should either stay on its back wheel or go down onto both wheels. Here's my code the revolute joints: //Front Wheel Joint var frontWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); frontWheelJointDef.Initialize(frontWheelBody, secondFrameBody, frontWheelBody.GetWorldCenter()); frontWheelJointDef.enableMotor=true; frontWheelJointDef.maxMotorTorque=10000; frontWheelJoint = _world.CreateJoint(frontWheelJointDef) as b2RevoluteJoint; //Rear Wheel Joint var rearWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); rearWheelJointDef.Initialize(rearWheelBody, firstFrameBody, rearWheelBody.GetWorldCenter()); rearWheelJointDef.enableMotor=true; rearWheelJointDef.maxMotorTorque=10000; rearWheelJoint = _world.CreateJoint(rearWheelJointDef) as b2RevoluteJoint; And here's the relevant part of my update function: // up and down control wheels motor if (up) { motorSpeed-=0.5; } if (down) { motorSpeed += 0.5; } // left and right control cart torque if (left) { middleCentreFrameBody.ApplyTorque( -3); gearBody.ApplyTorque( -3); firstFrameBody.ApplyTorque( -3); secondFrameBody.ApplyTorque( -3); rearWheelToChainBody.ApplyTorque( -3); chainToFrontFrameBody.ApplyTorque( -3); topMiddleFrameBody.ApplyTorque( -3); } if (right) { middleCentreFrameBody.ApplyTorque( 3); gearBody.ApplyTorque( 3); firstFrameBody.ApplyTorque( 3); secondFrameBody.ApplyTorque( 3); rearWheelToChainBody.ApplyTorque( 3); chainToFrontFrameBody.ApplyTorque( 3); topMiddleFrameBody.ApplyTorque( 3); } // motor friction motorSpeed*=0.99; // motor max speed if (motorSpeed>100) { motorSpeed=100; } rearWheelJoint.SetMotorSpeed(motorSpeed); frontWheelJoint.SetMotorSpeed(motorSpeed); Any ideas what might be causing this? Thanks

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • running GL ES 2.0 code under Linux ( no Android no iOS )

    - by user827992
    I need to code OpenGL ES 2.0 bits and i would like to do this and run the programs on my desktop for practical reasons. Now, i already have tried the official GLES SDK from ATI for my videocard but it not even runs the examples that comes with the SDK itself, i'm not looking for performance here, even a software based rendering pipeline could be enough, i just need full support for GLES 2.0 and GLSL to code and run GL stuff. There is a reliable solution for this under Ubuntu Linux ?

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  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

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  • How to make an object stay relative to another object

    - by Nick
    In the following example there is a guy and a boat. They have both a position, orientation and velocity. The guy is standing on the shore and would like to board. He changes his position so he is now standing on the boat. The boat changes velocity and orientation and heads off. My character however has a velocity of 0,0,0 but I would like him to stay onboard. When I move my character around, I would like to move as if the boat was the ground I was standing on. How do keep my character aligned properly with the boat? It is exactly like in World Of Warcraft, when you board a boat or zeppelin. This is my physics code for the guy and boat: this.velocity.addSelf(acceleration.multiplyScalar(dTime)); this.position.addSelf(this.velocity.clone().multiplyScalar(dTime)); The guy already has a reference to the boat he's standing on, and thus knows the boat's position, velocity, orientation (even matrices or quaternions can be used).

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  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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