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  • Coarse Collision Detection in highly dynamic environment

    - by Millianz
    I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, but I am now trying to optimize the collision detection (which is currently O(N^2) -- linear search). I thought about multiple options, a bounding volume hierarchy, a Binary Spatial Partitioning tree, an Octree or a Grid. I however need some help with deciding what's best for my situation. A grid seems unfeasible simply due to the space requirements and cache coherence problems. Since everything is so dynamic however, it seems to be that trees aren't ideal either, since they would have to be completely rebuilt every frame. I must admit I never implemented a physics engine that required spatial partitioning, do I indeed need to rebuild the tree every frame (assuming that everything is constantly moving) or can I update the trees after integrating? Advice is much appreciated - to give some more background: You're flying a space ship in an asteroid field, and there are lots and lots of asteroids and some enemy ships, all of which shoot bullets. EDIT: I came across the "Sweep an Prune" algorithm, which seems like the right thing for my purposes. It appears like the right mixture of fast building of the data structures involved and detailed enough partitioning. This is the best resource I can find: http://www.codercorner.com/SAP.pdf If anyone has any suggestions whether or not I'm going in the right direction, please let me know.

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  • Why do meshes show up as bones in the Model class?

    - by Itamar Marom
    Right now I'm working on a 3D game and I've come across something very weird. When I created the model in Blender, I added an armature named "MyBone" to the stage and attached a cube ("MyCube") to it, so that when I move the armature, the cube moves with it. I exported this as an FBX and loaded it as a Model object. What I expected to see was: But what I got was this: I'm really confused. Why is the mesh I created showing up in the bone list? And what's Root Node? Here are the .blend and .fbx files: here or here. Thanks.

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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • Xna model parts are overlying others

    - by Federico Chiaravalli
    I am trying to import in XNA an .fbx model exported with blender. Here is my drawing code public void Draw() { Matrix[] modelTransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modelTransforms); foreach (ModelMesh mesh in Model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.World = modelTransforms[mesh.ParentBone.Index] * GameCamera.World * Translation; be.View = GameCamera.View; be.Projection = GameCamera.Projection; } mesh.Draw(); } } The problem is that when I start the game some model parts are overlying others instead of being behind. I've tried to download other models from internet but they have the same problem.

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • problem adding bumpmap to textured gluSphere in JOGL

    - by ChocoMan
    I currently have one texture on a gluSphere that represents the Earth being displayed perfectly, but having trouble figuring out how to implement a bumpmap as well. The bumpmap resides in "res/planet/earth/earthbump1k.jpg".Here is the code I have for the regular texture: gl.glTranslatef(xPath, 0, yPath + zPos); gl.glColor3f(1.0f, 1.0f, 1.0f); // base color for earth earthGluSphere = glu.gluNewQuadric(); colorTexture.enable(); // enable texture colorTexture.bind(); // bind texture // draw sphere... glu.gluDeleteQuadric(earthGluSphere); colorTexture.disable(); // texturing public void loadPlanetTexture(GL2 gl) { InputStream colorMap = null; try { colorMap = new FileInputStream("res/planet/earth/earthmap1k.jpg"); TextureData data = TextureIO.newTextureData(colorMap, false, null); colorTexture = TextureIO.newTexture(data); colorTexture.getImageTexCoords(); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); colorTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorMap.close(); } catch(IOException e) { e.printStackTrace(); System.exit(1); } // Set material properties gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S); colorTexture.setTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T); } How would I add the bumpmap as well to the same gluSphere?

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  • SEHException throw using Microsoft XACT Audio Framework (XACT3)

    - by Sweta Dwivedi
    I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries to get the wave file from the wave Bank . . Sometimes the code works magically and all of a sudden it will start throwing this exception randomly ..I need a help on solving this exception /*Declaring Audio Engine for music*/ AudioEngine engine; SoundBank soundBank; WaveBank waveBank; Cue cue; /*Declaring Audio engine for sound effects*/ AudioEngine engine1; SoundBank soundbank; WaveBank wavebank; Cue effect; engine = new AudioEngine(@"Content\therapy.xgs"); soundBank = new SoundBank(engine, @"Content\Sound Bank.xsb"); **waveBank = new WaveBank(engine, @"Content\Wave Bank.xwb");** cue = null; engine1 = new AudioEngine(@"Content\Music_Manager\Sound_effects.xgs"); soundbank = new SoundBank(engine1, @"Content\Music_Manager\Sound1.xsb"); **wavebank = new WaveBank(engine1, @"Content\Music_Manager\Wave1.xwb");** effect = null; cue = soundBank.GetCue("hypnotizing"); cue.Play();

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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  • How do I run my XBOX XNA game without a network connection?

    - by Hugh
    I need to demo my XBOX XNA game in college. The college doesn't allow this type of device to connect to the network. I deployed my game to the Xbox and it is sitting in the games list along with my other games. It runs fine with a network connection but when its offline it comes up with an error message saying its needs a connection to run the game. This makes no sense, the game is deployed on the Xbox memory, it must be some security policy or something! Is there any way around this? The demo is on monday!

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • accessing c++ class members with luaplus

    - by cppanda
    i've implemented LuaPlus in my engine eventmanager successfully and really like the flexibility i gained. but i'm still not exactly where i want to by, because i can't link my c++ classes to a lua class. for example i have a Actor class in c++, and i want to be able to create the same class in lua and gain access to members with luaplus, but i can't figure how i can achieve that. Is this actually luaplus built in functionality, or do i have to write my own interface that exchanges data tables between c++ and lua? my current approach would be to fire an event in luascript that creates an new actor class in c++ code, and transfer its id and the data i need to back to lua. when i modify the data i send the modifications back to c++ code again, but i actually thought there's something in luaplus that exposes this functionality already.

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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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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

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  • Should NPC dialog be stored in XML or in a script?

    - by Andrea Tucci
    I'm developing an action RPG with some friends. I would like to know the differences and pros/cons of making NPC's dialogue using a file in XMLformat instead of using a script. I see that script method is often used by game developers for NPC text, but is it better then a XML file? We've thought that a XML file with tags like <FirstText>[text1]<SecondText>[text2] et cetera is perfect for NPC text and also for possible quests to give the player. So what are the differences between this two methods? Is a script suitable for this aim?

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  • Using orientation to calculate position on Windows Phone 7

    - by Lavinski
    I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for a orienation of the device to correlate directly to a position. Such that tilting the phone forward and to the left represents the top left position and back to the right would be the bottom right position. Photos to make it clearer (the red dot would be the calculated position). Forward and Left Back and Right Now for the tricky bit. I also have to make sure that the values take into account left landscape and right landscape device orientations (portrait is the default so no calculations would be needed for it). Has anyone done anything like this? Notes: I've tried using the yaw, pitch, roll and Quaternion readings. Sample: // Get device facing vector public static Vector3 GetState() { lock (lockable) { var down = Vector3.Forward; var direction = Vector3.Transform(down, state); switch (Orientation) { case Orientation.LandscapeLeft: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(-rightAngle)); case Orientation.LandscapeRight: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(rightAngle)); } return direction; } }

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  • Can one use polygon() or equivalent in lattice and ggplot2 plots?

    - by Alex Reynolds
    Is it possible to annotate lattice (or ggplot2) figures with elements created with polygon() (or elements created with a similar function) from the graphics library? I'm not too familiar with either library beyond examples of simple graphs posted on the web and printed in Deepayan Sarkar's book. Therefore, while I have code for what I've been doing in R with the graphics library, pointing me to relevant, equivalent functions and usage examples for lattice or ggplot2 specifically would be appreciated. Thanks.

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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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