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  • “Advanced” talk to text program [on hold]

    - by Rocky
    So, I have asked this question on 3 sites before, without getting a good answer, basically what I need is: being able to put recorded voice in a file (preferrebly .txt) Automatic recording when saying a key-word Automatic stop of the recording after a bit of silence If you have any idea on how this is possible I would be very happy :) I tried dragon natural speaking before as someone said it would work (it did not) so unless you know how that is possible dont say it ;) (Not sure what site to ask this on)

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  • 3D collision detection with meshes using only raycasting?

    - by Nick
    I'm building a game using WebGL and Three.js, and so far I have a terrain with a guy walking on it. I simply cast a ray downwards to know the terrain height. How can I do this for other 3D objects, like the inside of a house? Is this possible by casting many rays in every direction of the player? If not, I would like to know how I can achieve the simplest collision detection possible for other meshes. Do you have to cast a ray to every triangle in every mesh nearby?

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • Interleaving Arrays in OpenGL

    - by Benjamin Danger Johnson
    In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but I can't get my model to render using interleaved arrays (It worked when it was configuered to use multiple arrays) Now I know that all the data is properly being parsed from an obj file and information is being copied properly copied into the Vertex object array, but I still can't seem to get anything to render. Below is the code for initializing a model and drawing it (along with the Vertex struct for reference.) Vertex: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 uv; glm::vec3 tangent; glm::vec3 bitangent; }; Model Constructor: Model::Model(const char* filename) { bool result = loadObj(filename, vertices, indices); glGenVertexArrays(1, &vertexArrayID); glBindVertexArray(vertexArrayID); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW); } Draw Model: Model::Draw(ICamera camera) { GLuint matrixID = glGetUniformLocation(programID, "mvp"); GLuint positionID = glGetAttribLocation(programID, "position_modelspace"); GLuint uvID = glGetAttribLocation(programID, "uv"); GLuint normalID = glGetAttribLocation(programID, "normal_modelspace"); GLuint tangentID = glGetAttribLocation(programID, "tangent_modelspace"); GLuint bitangentID = glGetAttribLocation(programID, "bitangent_modelspace"); glm::mat4 projection = camera->GetProjectionMatrix(); glm::mat4 view = camera->GetViewMatrix(); glm::mat4 model = glm::mat4(1.0f); glm::mat4 mvp = projection * view * model; glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]); glBindVertexArray(vertexArrayID); glEnableVertexAttribArray(positionID); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].position); glEnableVertexAttribArray(uvID); glVertexAttribPointer(uvID, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].uv); glEnableVertexAttribArray(normalID); glVertexAttribPointer(normalID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].normal); glEnableVertexAttribArray(tangentID); glVertexAttribPointer(tangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].tangent); glEnableVertexAttribArray(bitangentID); glVertexAttribPointer(bitangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].bitangent); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, (void*)0); glDisableVertexAttribArray(positionID); glDisableVertexAttribArray(uvID); glDisableVertexAttribArray(normalID); glDisableVertexAttribArray(tangentID); glDisableVertexAttribArray(bitangentID); }

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  • optimizing graphics for iOS flash game

    - by 1GR3
    Friend of mine and me are working on a flash developed iOS (and later Android) puzzle board game. He's a programmer and I'm a designer/developer so (no surprise) we have a different points of view. anyway, he's method: make small tiles (100x100px) in photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way) my method: precompose the whole board (960x640px+bleed) in photoshop and than mask active and inactive areas in flash what do you think? thank you in advance!

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  • 3D transformations in WPF & DirectX/Direct3D or OpenGL

    - by user2723417
    I need your help with 3D transformations. I have a sphere and I want to deform it by a mouse click or a mouse move. I want to make a furrow or to bite off a piece of the sphere without any breaks of 3D material. It is possible in WPF, but if the quantity of 3D points is more then 25 000, it creates some freezes in a dynamic mode (animation breaks), because the object of MeshGeometry3D class should be reconstructed every time to stop the breaks of 3D material. Give me advice about tools for the realization of my task. Maybe it can be done with the help of DirectX/Direct3D or OpenGL? I am a newcomer in these collections of APIs, but I would like to study them. I need to integrate the process of transformation in WPF application.

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  • HTML Javascript Hidden Object or Photo Hunt Game

    - by PeteT
    Is anyone aware of any example photo hunt/hidden object games either in HTML and Javascript or flash if necessary? I am having trouble finding one, I may be using the wrong words to search. Photo hunt being like the wheres wally/waldo books where you look for wally in a complex image until you find him. So if it were played on screen you would press the location of wally and it would either be correct or wrong, possibly timed. I am hoping to find one where you can just load in your own photos and specify some co-ordinates that match where the hidden object is. A spot the difference example may be useful as a starting point but I haven't found an example of either that is web based yet.

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • How can I create a fast, real-time, fixed length glowing ray?

    - by igf
    Similar to the disintegrate skill in Diablo 3. It should not light other objects in scene. Just glowing and animated. Like in this video http://www.youtube.com/watch?v=D_c4x6aQAG8. Should I use pack of pre-computed glow sources textures for each frame of ray animation like in this article http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html and put it in bloom shader? Is there any other efficient ways to achive this effect? I'm using OpenGL ES 2.0.

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  • Ogre Specific libraries

    - by Molmasepic
    i have a simple question. For people that know and built ogre3D from source as a Static library, What is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason im asking is because in the Ogre forums, I have asked about this and didnt get a good reply...yet. The other reason is because even though i link to the boost library, i get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW with CodeBlocks as the IDE And my Main Computer Im building on is Windows Vista 32 bit

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • Tile engine Texture not updating when numbers in array change

    - by Corey
    I draw my map from a txt file. I am using java with slick2d library. When I print the array the number changes in the array, but the texture doesn't change. public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; public Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); x = 0; for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); x++; } //System.out.println(""); y++; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int y = 0; y < map.length; y++) { for(int x = 0; x < map[0].length; x ++) { int textureIndex = map[x][y]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } Mouse Picking Where I change the number in the array Input input = gc.getInput(); gc.getInput().setOffset(cameraX-400, cameraY-300); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } I never ask a question until I have tried to figure it out myself. I have been stuck with this problem for two weeks. It's not like this site is made for asking questions or anything. So if you actually try to help me instead of telling me to use a debugger thank you. You either get told you have too much or too little code. Nothing is never enough for the people on here it's as bad as something like reddit. Idk what is wrong all my textures work when I render them it just doesn't update when the number in the array changes. I am obviously debugging when I say that I was printing the array and the number is changing like it should, so it's not a problem with my mouse picking code. It is a problem with my textures, but I don't know what because they all render correctly. That is why I need help.

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  • what does AngleVectors method in quake 3 source code does

    - by kypronite
    I just downloaded quake 3 for learning purposes. I know some of some linear algebra(basic vector math ie: dot,cross product). However I can't decipher what below method does, I know what is yaw,pitch and roll. But I can't connect these with vector. Worse, I'm not sure this fall under what math 'category', so I don't really know how to google. Hence the question here. Anyone? void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = angles[YAW] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; } if (up) { up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } } ddddd

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • What is a good way to store tilemap data?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. This concerns only the file system storage of the tile maps, not the data structure to be used by the game while it is running. The tile map is loaded into a 2D array, so this question is about which source to fill the array from. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON/XML: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • Problems with Snow Leopard, Django & PIL

    - by Cato Johnston
    Hi I am having some trouble getting Django & PIL work properly since upgrading to Snow Leopard. I have installed freetype, libjpeg and then PIL, which tells me: --- TKINTER support ok --- JPEG support ok --- ZLIB (PNG/ZIP) support ok --- FREETYPE2 support ok but when I try to upload a jpeg through the django admin interface I get: Upload a valid image. The file you uploaded was either not an image or a corrupted image. It works fine with PNG files. Any Ideas?

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  • CodePlex Daily Summary for Tuesday, April 03, 2012

    CodePlex Daily Summary for Tuesday, April 03, 2012Popular ReleasesWiX Toolset: WiX v3.6 RC0: WiX v3.6 RC0 (3.6.2803.0) provides support for VS11 and a more stable Burn engine. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/4/3/WiX-v3.6-Release-Candidate-Zero-availableSageFrame: SageFrame 2.0: Sageframe is an open source ASP.NET web development framework developed using ASP.NET 3.5 with service pack 1 (sp1) technology. It is designed specifically to help developers build dynamic website by providing core functionality common to most web applications.Lightbox Gallery Module for DotNetNuke: 01.11.00: This version of the Lightbox Gallery Module adds the following features/bug fixes: Feature: Read image EXIF information Bug Fix: URL parsing bug for any folder provider Minimum System Requirements Please ensure that your environment meets or exceeds the following system requirements: DotNetNuke® Version 06.00.00 or higher SQL Server 2005 or later .Net Framework 3.5 SP1 or laterClosedXML - The easy way to OpenXML: ClosedXML 0.65.0: Aside from many bug fixes we now have Conditional Formatting The conditional formatting was sponsored by http://www.bewing.nl (big thanks)callisto: callisto 2.0.24: Implemented ares encryption protocol for supported clients. Also changed script loading method to read direct from source files.sb0t: sb0t 4.61: Added packet encryption protocol for supported clients.iTuner - The iTunes Companion: iTuner 1.5.4475: Fix to parse empty playlists in iTunes LibraryExtAspNet: ExtAspNet v3.1.1: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-04-02 v3.1.1 +????????,?????????????,????????????(...Document.Editor: 2012.2: Whats New for Document.Editor 2012.2: New Save Copy support New Page Setup support Minor Bug Fix's, improvements and speed upsVidCoder: 1.3.2: Added option for the minimum title length to scan. Added support to enable or disable LibDVDNav. Added option to prompt to delete source files after clearing successful completed items. Added option to disable remembering recent files and folders. Tweaked number box to only select all on a quick click.MJP's DirectX 11 Samples: Light Indexed Deferred Rendering: Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and per-pixel shading.Pcap.Net: Pcap.Net 0.9.0 (66492): Pcap.Net - March 2012 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes a packet interpretation framework. Version 0.9.0 (Change Set 66492)March 31, 2012 release of the Pcap.Net framework. Follow Pcap.Net on Google+Follow Pcap.Net on Google+ Files Pcap.Net.DevelopersPack.0.9.0.66492.zip - Includes all the tutorial example projects source files, the binaries in a 3rdParty directory and the documentation. It include...Extended WPF Toolkit: Extended WPF Toolkit - 1.6.0: Want an easier way to install the Extended WPF Toolkit?The Extended WPF Toolkit is available on Nuget. What's in the 1.6.0 Release?BusyIndicator ButtonSpinner Calculator CalculatorUpDown CheckListBox - Breaking Changes CheckComboBox - New Control ChildWindow CollectionEditor CollectionEditorDialog ColorCanvas ColorPicker DateTimePicker DateTimeUpDown DecimalUpDown DoubleUpDown DropDownButton IntegerUpDown Magnifier MaskedTextBox MessageBox MultiLineTex...Media Companion: MC 3.434b Release: General This release should be the last beta for 3.4xx. If there are no major problems, by the end of the week it will upgraded to 3.500 Stable! The latest mc_com.exe should be included too! TV Bug fix - crash when using XBMC scraper for TV episodes. Bug fix - episode count update when adding new episodes. Bug fix - crash when actors name was missing. Enhanced TV scrape progress text. Enhancements made to missing episodes display. Movies Bug fix - hide "Play Trailer" when multisaev...Better Explorer: Better Explorer 2.0.0.831 Alpha: - A new release with: - many bugfixes - changed icon - added code for more failsafe registry usage on x64 systems - not needed regfix anymore - added ribbon shortcut keys - Other fixes Note: If you have problems opening system libraries, a suggestion was given to copy all of these libraries and then delete the originals. Thanks to Gaugamela for that! (see discussion here: 349015 ) Note2: I was upload again the setup due to missing file!MonoGame - Write Once, Play Everywhere: MonoGame 2.5: The MonoGame team are pleased to announce that MonoGame v2.5 has been released. This release contains important bug fixes, implements optimisations and adds key features. MonoGame now has the capability to use OpenGLES 2.0 on Android and iOS devices, meaning it now supports custom shaders across mobile and desktop platforms. Also included in this release are native orientation animations on iOS devices and better Orientation support for Android. There have also been a lot of bug fixes since t...Circuit Diagram: Circuit Diagram 2.0 Alpha 3: New in this release: Added components: Microcontroller Demultiplexer Flip & rotate components Open XML files from older versions of Circuit Diagram Text formatting for components New CDDX syntax Other fixesUmbraco CMS: Umbraco 5.1 CMS (Beta): Beta build for testing - please report issues at issues.umbraco.org (Latest uploaded: 5.1.0.123) What's new in 5.1? The full list of changes is on our http://progress.umbraco.org task tracking page. It shows items complete for 5.1, and 5.1 includes items for 5.0.1 and 5.0.2 listed there too. Here's two headline acts: Members5.1 adds support for backoffice editing of Members. We support the pairing up of our content type system in Hive with regular ASP.NET Membership providers (we ship a def...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.2.11: One Click Install from NuGet Changes to Version 2.1.2.11Code Changes 1. The project is now licenced under the Mozilla Public Licence 2. 2. User interface control and associated data access layer classes have been added to aid developers integrating 51Degrees.mobi into wider projects such as content management systems or web hosting management solutions. Use the following in a web form or user control to access these new UI components. <%@ Register Assembly="FiftyOne.Foundation" Namespace="...ScintillaNET: ScintillaNET 2.5: A slew of bug-fixes with a few new features sprinkled in. This release also upgrades the SciLexer and SciLexer64 DLLs to version 3.0.4. The official stuff: Issue # Title 32402 32402 27137 27137 31548 31548 30179 30179 24932 24932 29701 29701 31238 31238 26875 26875 30052 30052 New Projects3DTweet: 3Dtweet is an effort to make tweets appear in a aesthetic manner to the users of windows phone.Its developed using VS2010 expresss.Alay Plugin for Windows Live Writer: a project for creating an alay languageAuthor-it Copy Folder Plug-in: The Copy Folder Plug-in is an Author-it plug-in that allows the user to create a duplicate of a folder and its contents, including subfolders and objects.Author-it Dependencies Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to drill down into object relationships to find objects that selected Author-it objects depend on.Author-it Word Count Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to get word counts for selected topics.Azure Configuration File Comparer: Compares two Azure configuration files and highlights the differencesBootstrap Footer Sticker: Bootstrap extensions for footer to stick at the bottomBulk Approval Webpart: This webpart can be added to any list, or document library that requires approval. When the button is clicked it will approve all items. It will also kick start any workflows attached to the list / library that are set to start when an item has been changed. CodeTimer: Code Execute TimeCRM 2011 - WinForm based User Settings Console: This is Windows Form based Utility to do bulk management of User Settings in CRM 2011Emergency System: An Imagine Cup projectFalafel Solution Rename Script: The Falafel Software Solution Rename PowerShell Script makes it easy to reuse an existing solution/project by performing a global rename. If you have a solution named ExampleSolution and want to reuse it as WidgetSolution, this script will rename everything for you.Gadgeteer Bluetooth Module: BETA Drivers for the .NET Gadgeteer Bluetooth modulesGreg's Channel 9 Utilities and Helpers: Utilities and helpers for Microsoft's Channel 9 (C9) site. These are utilities I've created to make my C9 work faster and easierHB's First Time: My first project hereHOMMFrame: Studying project about frames.ICNInformaticaCenter: * ICNInformaticaCenter *Insert a Favorite (Bookmark) plugin for Windows Live Writer: This Windows Live Writer plugin allows you to select a Favorite (Bookmark) and insert it into your blog entry.Kinect your Metro Style App: The main idea is to tell Metro Style App communicate with external environment via Kinect Sensor.Memo: Memo Intellegence SystemMGR.CommandLineParser: MGR.CommandLineParser is a multi-command line parser. It uses System.ComponentModel.DataAnnotations to declare and validate the commands.MusicStoreMVC3: ?????MVC3??????????,????????(???????)??? 1.EF4.1 2.MVC3 3.MvcPager 4.Linq ?????? NN Crew Calculator: Calculator project to help learn C#Reporte Ciudadano: Aplicación para que los ciudadanos reporten los problemas al ayuntamiento.Sejrssedler: This is a school project made, by four student in Aarhus, Denmark. During the Datamatiker study(2nd year).smartcamera: smart cameraSpecEx: Speculative ExecutionStructure Copier: This small program is supposed to copy tree structure of directory.TFS2010 Service Provider: Web Service (asmx) is a provider of Team Foundation Server 2010 object model. Was developed to enable the implementation of client application for Android and etc. platforms, which receives data from the server via Web services.totalem: totalem - free file manager for WindowsWebSharperWithTypeProviders: WebSharper project with Visual Studio 2011 Beta, .Net 4.5 and F# 3.0 with TypeProviders

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  • How Can I Improve This Card-Game AI?

    - by James Burgess
    Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and 3D-related topics to broaden my horizons a bit. As part of the learning experience, I thought I'd have a go at developing a basic card game AI. I selected Pit as the card game I was going to attempt to emulate (specifically, the 'bull and bear' variation of the game as mentioned in the link above). Unfortunately, the rule-set that I'm used to playing with (an older version of the game) isn't described. The basics of it are: The number of commodities played with is equal to the number of players. The bull and bear cards are included. All but two players receive 8 cards, two receive 9 cards. A player can win the round with 7 + bull, 8, or 8 + bull (receiving double points). The bear is a penalty card. You can trade up to a maximum of 4 cards at a time. They must all be of the same type, but can optionally include the bull or bear (so, you could trade A, A, A, Bull - but not A, B, A, Bull). For those who have played the card game, it will probably have been as obvious to you as it was to me that given the nature of the game, gameplay would seem to resemble a greedy algorithm. With this in mind, I thought it might simplify my AI experience somewhat. So, here's what I've come up with for a basic AI player to play Pit... and I'd really just like any form of suggestion (from improvements to reading materials) relating to it. Here it is in something vaguely pseudo-code-ish ;) While AI does not hold 7 similar + bull, 8 similar, or 8 similar + bull, do: 1. Establish 'target' hand, by seeing which card AI holds the most of. 2. Prepare to trade next-most-numerous card type in a trade (max. held, or 4, whichever is fewer) 3. If holding the bear, add to (if trading <=3 cards) or replace in (if trading 4 cards) hand. 4. Offer cards for trade. 5. If cards are accepted for trade within X turns, continue (clearing 'failed card types'). Otherwise: a. If only one card remains in the trade, go to #6. Otherwise: i. Remove one non-penalty card from the trade. ii. Return to #5. 6. Add card type to temporary list of failed card types. 7. Repeat from #2 (excluding 'failed card types'). I'm aware this is likely to be a sub-optimal way of solving the problem, but that's why I'm posting this question. Are there any AI- or algorithm-related concepts that I've missed and should be incorporating to make a better AI? Additionally, what are the flaws with my AI at present (I'm well aware it's probably far from complete)? Thanks in advance!

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • Softbody with complex geometry

    - by philipp
    I have modeled an Handball, based on the tutorial here, with a custom texture. Now I am trying to animate this model with the reactor module as a soft body. Therefor I have watched and tried a lot of tutorials and for animating a simple Sphere everything works fine. But if i try to use the model I have created, than it results in the crash of max or an animation that shows a crystal like structure that transforms itself to another crystal. Is it possible to animate this kind of complex geometry as a soft body and am i just setting the values wrong? If yes, which are the important ones I should check? Thanks in advance! Greetings philipp

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