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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Pong Collision Help in C# w/ XNA

    - by Ramses Brown
    Edit: My goal is to have it function like this: Ball hits 1st Quarter = rebounds higher (aka Y++) Ball hits 2nd Quarter = rebounds higher (using random value) Ball hits 3rd Quarter = rebounds lower (using random value) Ball hits 4th Quarter = rebounds lower (aka Y--) I'm currently using Rectangle Collision for my collision detection, and it's worked. Now I wish to expand it. Instead of it simply detecting whether or not the paddle/ball intersect, I want to make it so that it can determine what section of the paddle gets hit. I wanted it in 4 parts, with each having a different reaction to impact. My first thought is to base it on the Ball's Y position compared to the Paddle's Y position. But since I want it in 4 parts, I don't know how to do that. So it's essentially be if (ball.Y > Paddle.Y) { PaddleSection1 == true; } Except modified so that instead of being top half/bottom half, it's 1st Quarter, etc.

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • sshd running but no PID file

    - by dunxd
    I'm recently started using monit to monitor the status of sshd on my CentOS 5.4 server. This works fine, but every so often monit reports that sshd is no longer running. This isn't true - I am still able to login to the server via ssh, however I note the following: There is no longer any PID file at /var/run/sshd.pid - after a reboot this file exists. Once it is gone, restarting sshd via service sshd restart does not create the PID file. sudo service sshd status reports openssh-daemon is stopped - again, restarting sshd does not change this, but a reboot does. sudo service sshd stop reports failed, presumably because of the missing PID file. Any idea what is going on? Update sudo netstat -lptun gives the following output relating to port 22 tcp 0 0 :::22 :::* LISTEN 20735/sshd Killing the process with this PID as suggested by @Henry and then starting sshd via service results in service sshd status recognising the process by PID again. Would still like to understand this better. RPM verify suggested by a couple of answerers shows this: sudo rpm -vV openssh openssh-server openssh-clients | grep 'S\.5' S.5....T c /etc/pam.d/sshd S.5....T c /etc/ssh/sshd_config /etc/pam.d/sshd has the following contents: #%PAM-1.0 auth include system-auth account required pam_nologin.so account include system-auth password include system-auth session optional pam_keyinit.so force revoke session include system-auth #session required pam_loginuid.so Should that last line be commented out? Update Here's the output of @YannickGirouard 's script: $ sudo ./sshd_test Searching for the process listening on port 22... Found the following PID: 21330 Command line for PID 21330: /usr/sbin/sshd Listing process(es) relating to PID 21330: UID PID PPID C STIME TTY TIME CMD root 21330 1 0 14:04 ? 00:00:00 /usr/sbin/sshd Listing RPM information about openssh packages: Name : openssh Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:50:57 AM GMT Build Host: builder10.centos.org Group : Applications/Internet Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 745390 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH implementation of SSH protocol versions 1 and 2 ------------------------------------------------------ Name : openssh-clients Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:51:04 AM GMT Build Host: builder10.centos.org Group : Applications/Internet Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 871132 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH client applications ------------------------------------------------------ Name : openssh-server Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:51:04 AM GMT Build Host: builder10.centos.org Group : System Environment/Daemons Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 492478 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH server daemon ------------------------------------------------------ However, I've since got things working by killing the process and starting afresh, as suggested by @Henry below, so perhaps I am no longer seeing the same thing. Will try again if I am seeing the issue again after next reboot. Update - 14 March Monit alerted me that sshd had disappeared, and again I am able to ssh onto the server. So now I can run the script $ sudo ./sshd_test Searching for the process listening on port 22... Found the following PID: 2208 Command line for PID 2208: /usr/sbin/sshd Listing process(es) relating to PID 2208: UID PID PPID C STIME TTY TIME CMD root 2208 1 0 Mar13 ? 00:00:00 /usr/sbin/sshd root 1885 2208 0 21:50 ? 00:00:00 sshd: dunx [priv] Listing RPM information about openssh packages: Name : openssh Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:50:57 AM GMT Build Host: builder10.centos.org Group : Applications/Internet Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 745390 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH implementation of SSH protocol versions 1 and 2 ------------------------------------------------------ Name : openssh-clients Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:51:04 AM GMT Build Host: builder10.centos.org Group : Applications/Internet Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 871132 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH client applications ------------------------------------------------------ Name : openssh-server Relocations: (not relocatable) Version : 4.3p2 Vendor: CentOS Release : 72.el5_7.5 Build Date: Tue 30 Aug 2011 12:34:14 AM BST Install Date: Sun 06 Nov 2011 12:51:04 AM GMT Build Host: builder10.centos.org Group : System Environment/Daemons Source RPM: openssh-4.3p2-72.el5_7.5.src.rpm Size : 492478 License: BSD Signature : DSA/SHA1, Fri 02 Sep 2011 01:13:01 AM BST, Key ID a8a447dce8562897 URL : http://www.openssh.com/portable.html Summary : The OpenSSH server daemon ------------------------------------------------------ Again, when I look for /var/run/sshd.pid I don't find it. $ cat /var/run/sshd.pid cat: /var/run/sshd.pid: No such file or directory $ sudo netstat -anp | grep sshd tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN 2208/sshd $ sudo kill 2208 $ sudo service sshd start Starting sshd: [ OK ] $ cat /var/run/sshd.pid 3794 $ sudo service sshd status openssh-daemon (pid 3794) is running... Is it possible that sshd is restarting and not creating a pidfile for some reason?

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • What kinds of job scheduler framework or solution do you recomend on window server system

    - by Samuel.P
    Hi Guys My Company is running a lots of batch jobs to process data for partners. We used to use sql server agent to execute batch process. I found it's very difficult to get batch process information like log or status when i working on sql server's agent. So I'd like to change my company's job scheduling process to another stable solution But I dind't know which solutions to choose. I tried to find as same solution as CA Autosys. My Company use window server system. We shoud consider framework or solution should be configured using solution's api because i plan to make a asp.net web application to manage our job shceduler. What kinds of job scheduler Framework or inexpensive solution do you suggest? Regards, Park PS: I think Quartz Framework has a good reputation on J2EE system. But I am not sure Quartz.NET is as good as orginal java version.

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • Model View Control Issue: Null Pointer Initialization Question

    - by David Dimalanta
    Good morning again. This is David. Please, I need an urgent help regarding control model view where I making a code that uniquely separating into groups: An Activity Java Class to Display the Interface A View and Function Java Class for Drawing Cards and Display it on the Activity Class The problem is that the result returns a Null Pointer Exception. I have initialize for the ID for Text View and Image View. Under this class "draw_deck.java". Please help me. Here's my code for draw_deck.java: package com.bodapps.inbetween.model; import android.content.Context; import android.view.View; import android.widget.ImageView; import android.widget.TextView; import com.bodapps.inbetween.R; public class draw_deck extends View { public TextView count_label; public ImageView draw_card; private int count; public draw_deck(Context context) { super(context); // TODO Auto-generated constructor stub //I have initialized two widgets for ID. I still don't get it why I got forced closed by Null Pointer Exception thing. draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); } public void draw(int s, int c, String strSuit, String strValue, Pile pile, Context context) { //super(context); //Just printing the card drawn from pile int suit, value = 1; draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); count_label = (TextView) findViewById(R.id.Text_View_Count_Card); Card card; if(!pile.isEmpty()) //Setting it to IF statement displays the card one by one. { card = pile.drawFromPile(); //Need to check first if card is null. if (card != null) { //draws an extra if (card != null) { //Get suit of card to print out. suit = card.getSuit(); switch (suit) { case CardInfo.DIAMOND: strSuit = "DIAMOND"; s=0; break; case CardInfo.HEART: strSuit = "HEART"; s=1; break; case CardInfo.SPADE: strSuit = "SPADE"; s=2; break; case CardInfo.CLUB: strSuit = "CLUB"; s=3; break; } //Get value of card to print out. value = card.getValue(); switch (value) { case CardInfo.ACE: strValue = "ACE"; c=0; break; case CardInfo.TWO: c=1; break; case CardInfo.THREE: strValue = "THREE"; c=2; break; case CardInfo.FOUR: strValue = "FOUR"; c=3; break; case CardInfo.FIVE: strValue = "FIVE"; c=4; break; case CardInfo.SIX: strValue = "SIX"; c=4; break; case CardInfo.SEVEN: strValue = "SEVEN"; c=4; break; case CardInfo.EIGHT: strValue = "EIGHT"; c=4; break; case CardInfo.NINE: strValue = "NINE"; c=4; break; case CardInfo.TEN: strValue = "TEN"; c=4; break; case CardInfo.JACK: strValue = "JACK"; c=4; break; case CardInfo.QUEEN: strValue = "QUEEN"; c=4; break; case CardInfo.KING: strValue = "KING"; c=4; break; } } } }// //Below two lines of code, this is where issued the Null Pointer Exception. draw_card.setImageResource(deck[s][c]); count_label.setText(new StringBuilder(strValue).append(" of ").append(strSuit).append(String.valueOf(" " + count++)).toString()); } //Choice of Suits in a Deck public Integer[][] deck = { //Array Group 1 is [0][0] (No. of Cards: 4 - DIAMOND) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 2 is [1][0] (No. of Cards: 4 - HEART) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 3 is [2][0] (No. of Cards: 4 - SPADE) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, //Array Group 4 is [3][0] (No. of Cards: 4 - CLUB) { R.drawable.card_dummy_1, R.drawable.card_dummy_2, R.drawable.card_dummy_4, R.drawable.card_dummy_5, R.drawable.card_dummy_3 }, }; } And this one of the activity class, Player_Mode_2.java: package com.bodapps.inbetween; import java.util.Random; import android.app.Activity; import android.app.Dialog; import android.content.Context; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.TextView; import android.widget.Toast; import com.bodapps.inbetween.model.Card; import com.bodapps.inbetween.model.Pile; import com.bodapps.inbetween.model.draw_deck; /* * * Public class for Two-Player mode. * */ public class Player_Mode_2 extends Activity { //Image Views private ImageView draw_card; private ImageView player_1; private ImageView player_2; private ImageView icon; //Buttons private Button set_deck; //Edit Texts private EditText enter_no_of_decks; //text Views private TextView count_label; //Integer Data Types private int no_of_cards, count; private int card_multiplier; //Contexts final Context context = this; //Pile Model public Pile pile; //Card Model public Card card; //create View @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_2_player_mode); //-----[ Search for Views ]----- //Initialize for Image View draw_card = (ImageView) findViewById(R.id.IV_Draw_Card); player_1 = (ImageView) findViewById(R.id.IV_Player_1_Card); player_2 = (ImageView) findViewById(R.id.IV_Player_2_Card); //Initialize for Text view or Label count_label = (TextView) findViewById(R.id.Text_View_Count_Card); //-----[ Adding Values ]----- //Integer Values count = 0; no_of_cards = 0; //-----[ Adding Dialog ]----- //Initializing Dialog final Dialog deck_dialog = new Dialog(context); deck_dialog.setContentView(R.layout.dialog); deck_dialog.setTitle("Deck Dialog"); //-----[ Initializing Views for Dialog's Contents ]----- //Initialize for Edit Text enter_no_of_decks = (EditText) deck_dialog.findViewById(R.id.Edit_Text_Set_Number_of_Decks); //Initialize for Button set_deck = (Button) deck_dialog.findViewById(R.id.Button_Deck); //-----[ Setting onClickListener() ]----- //Set Event Listener for Image view draw_card.setOnClickListener(new Draw_Card_Model()); //Set Event Listener for Setting the Deck set_deck.setOnClickListener(new OnClickListener() { public void onClick(View v) { if(card_multiplier <= 8) { //Use "Integer.parseInt()" method to instantly convert from String to int value. card_multiplier = Integer.parseInt(enter_no_of_decks.getText().toString()); //Shuffling cards... pile = new Pile(card_multiplier); //Multiply no. of decks //Dismiss or close the dialog. deck_dialog.dismiss(); } else { Toast.makeText(getApplicationContext(), "Please choose a number from 1 to 8.", Toast.LENGTH_SHORT).show(); } } }); //Show dialog. deck_dialog.show(); } //Shuffling the Array public void Shuffle_Cards(Integer[][] Shuffle_Deck) { Random random = new Random(); for(int i = Shuffle_Deck[no_of_cards].length - 1; i >=0; i--) { int Index = random.nextInt(i + 1); //Simple Swapping Integer swap = Shuffle_Deck[card_multiplier-1][Index]; Shuffle_Deck[card_multiplier-1][Index] = Shuffle_Deck[card_multiplier-1][i]; Shuffle_Deck[card_multiplier-1][i] = swap; } } //Private Class for Random Card Draw private class Draw_Card_Model implements OnClickListener { public void onClick(View v) { //Just printing the card drawn from pile int suit = 0, value = 0; String strSuit = "", strValue = ""; draw_deck draw = new draw_deck(context); //This line is where issued the Null Pointer Exception. if (count == card_multiplier*52) { // A message shows up when all cards are draw out. Toast.makeText(getApplicationContext(), "All cards have been used up.", Toast.LENGTH_SHORT).show(); draw_card.setEnabled(false); } else { draw.draw(suit, value, strSuit, strValue, pile, context); count_label.setText(count); //This is where I got force closed error, although "int count" have initialized the number. This was supposed to accept in the setText() method. count++; } } } } Take note that the issues on Null Pointer Exception is the Image View and the Edit Text. I got to test it. Thanks. If you have any info about my question, let me know it frankly.

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Collision resolution - Character walking on ascendent ground

    - by marcg11
    I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not flat. How can the player position itself on the y axis depend on the ground x and z (opengl coords)? What if the floor's slope is too much and the player can't go up, how do you handle that? I don't need any code, just a simple explanation would be great.

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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

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  • Smoothing found path on grid

    - by Denis Ermolin
    I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is extremly slow. I found nice video showing an RTS demo where paths are found on big grid but units dont move from each cell's center to center. How do I implement such behavior? Some examples would be great.

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  • SDL_image & OpenGL Problem

    - by Dylan
    i've been following tutorials online to load textures using SDL and display them on a opengl quad. but ive been getting weird results that no one else on the internet seems to be getting... so when i render the texture in opengl i get something like this. http://www.kiddiescissors.com/after.png when the original .bmp file is this: http://www.kiddiescissors.com/before.bmp ive tried other images too, so its not that this particular image is corrupt. it seems like my rgb channels are all jumbled or something. im pulling my hair out at this point. heres the relevant code from my init() function if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { return 1; } SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_SetVideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50, (GLfloat)WINDOW_WIDTH/WINDOW_HEIGHT, 1, 50); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); heres the code that is called when my main player object (the one with which this sprite is associated) is initialized texture = 0; SDL_Surface* surface = IMG_Load("i.bmp"); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_FreeSurface(surface); and then heres the relevant code from my display function glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glColor4f(1, 1, 1, 1); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture); glTranslatef(getCenter().x, getCenter().y, 0); glRotatef(getAngle()*(180/M_PI), 0, 0, 1); glTranslatef(-getCenter().x, -getCenter().y, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(getTopLeft().x, getTopLeft().y, 0); glTexCoord2f(0, 1); glVertex3f(getTopLeft().x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 1); glVertex3f(getTopLeft().x + size.x, getTopLeft().y + size.y, 0); glTexCoord2f(1, 0); glVertex3f(getTopLeft().x + size.x, getTopLeft().y, 0); glEnd(); glPopMatrix(); let me know if i left out anything important... or if you need more info from me. thanks a ton, -Dylan

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  • XNA RTS A* pathfinding issues

    - by Slayter
    I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on moving multiple units. I've implemented an A* pathfinding algorithm which works fine for moving a single unit. However when moving multiple units they stack on top of each other. I tried fixing this with a variation of the boids flocking algorithm but this has caused units to sometimes freeze and get stuck trying to move but going no where. Ill post the related methods for moving the units below but ill only post a link to the pathfinding class because its really long and i don't want to clutter up the page. These parts of the code are in the update method for the main controlling class: if (selectedUnits.Count > 0) { int indexOfLeader = 0; for (int i = 0; i < selectedUnits.Count; i++) { if (i == 0) { indexOfLeader = 0; } else { if (Vector2.Distance(selectedUnits[i].position, destination) < Vector2.Distance(selectedUnits[indexOfLeader].position, destination)) indexOfLeader = i; } selectedUnits[i].leader = false; } selectedUnits[indexOfLeader].leader = true; foreach (Unit unit in selectedUnits) unit.FindPath(destination); } foreach (Unit unit in units) { unit.Update(gameTime, selectedUnits); } These three methods control movement in the Unit class: public void FindPath(Vector2 destination) { if (path != null) path.Clear(); Point startPoint = new Point((int)position.X / 32, (int)position.Y / 32); Point endPoint = new Point((int)destination.X / 32, (int)destination.Y / 32); path = pathfinder.FindPath(startPoint, endPoint); pointCounter = 0; if (path != null) nextPoint = path[pointCounter]; dX = 0.0f; dY = 0.0f; stop = false; } private void Move(List<Unit> units) { if (nextPoint == position && !stop) { pointCounter++; if (pointCounter <= path.Count - 1) { nextPoint = path[pointCounter]; if (nextPoint == position) stop = true; } else if (pointCounter >= path.Count) { path.Clear(); pointCounter = 0; stop = true; } } else { if (!stop) { map.occupiedPoints.Remove(this); Flock(units); // Move in X ********* TOOK OUT SPEED ********** if ((int)nextPoint.X > (int)position.X) { position.X += dX; } else if ((int)nextPoint.X < (int)position.X) { position.X -= dX; } // Move in Y if ((int)nextPoint.Y > (int)position.Y) { position.Y += dY; } else if ((int)nextPoint.Y < (int)position.Y) { position.Y -= dY; } if (position == nextPoint && pointCounter >= path.Count - 1) stop = true; map.occupiedPoints.Add(this, position); } if (stop) { path.Clear(); pointCounter = 0; } } } private void Flock(List<Unit> units) { float distanceToNextPoint = Vector2.Distance(position, nextPoint); foreach (Unit unit in units) { float distance = Vector2.Distance(position, unit.position); if (unit != this) { if (distance < space && !leader && (nextPoint != position)) { // create space dX += (position.X - unit.position.X) * 0.1f; dY += (position.Y - unit.position.Y) * 0.1f; if (dX > .05f) nextPoint.X = nextPoint.X - dX; else if (dX < -.05f) nextPoint.X = nextPoint.X + dX; if (dY > .05f) nextPoint.Y = nextPoint.Y - dY; else if (dY < -.05f) nextPoint.Y = nextPoint.Y + dY; if ((dX < .05f && dX > -.05f) && (dY < .05f && dY > -.05f)) stop = true; path[pointCounter] = nextPoint; Console.WriteLine("Make Space: " + dX + ", " + dY); } else if (nextPoint != position && !stop) { dX = speed; dY = speed; Console.WriteLine(dX + ", " + dY); } } } } And here's the link to the pathfinder: https://docs.google.com/open?id=0B_Cqt6txUDkddU40QXBMeTR1djA I hope this post wasn't too long. Also please excuse the messiness of the code. As I said before this is early prototyping. Any help would be appreciated. Thanks!

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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