Search Results

Search found 25952 results on 1039 pages for 'development lifecycle'.

Page 542/1039 | < Previous Page | 538 539 540 541 542 543 544 545 546 547 548 549  | Next Page >

  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

    Read the article

  • Basic modelling of radar

    - by Hawk66
    I'm currently researching how to model/simulate radar for my naval simulation. Since the emphasis is on modelling ASW or submarines in general, I need only a basic radar model - at least for the beginning. So, does anybody know a resource for such a simple model? The model should take signal strength of the sensor, the size of the target and the terrain (height/ground clutter) into account. Thanks.

    Read the article

  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

    Read the article

  • Having trouble's understanding NIF model file format?

    - by NoobScratcher
    I'm attempting too develop a 3rd party application to make it easy to import 3d model part's into my mod for skyrim the plan was to have a fileviewer and preview window of the nif model but since , I don't know what the NIF file format actually is or where to get the vertex data from it or the hole nine yards of parsing a text file in detail I'm at a lost what to do. I'm very good at C++ but not at this super over complicated file formats , id much prefer .obj over the nif file format specification here -- http://niftools.sourceforge.net/doc/nif/index.html If someone could help me in understanding the file format in a natural and simple way and the exact parsing needed to create the 3D Model in the frustum and a explanation on how you figured that out would be happy to know. I use cygwin , notepad++ , win32 7

    Read the article

  • Connect players with same phone language settings

    - by Abin George
    I am working on a turn-based multiplayer game using game center. The game also use Spanish localisation. It is enabled by reading the device language settings. Now my requirement is: When i start a turn based match, my opponent should have the same language setting in his/her phone as I am having. How can I make this possible. I use the following code to connect - (void)findTurnBasedMatchWithViewcontroller:(UIViewController *)viewController forDelegate:(id)argDelegate { self.delegate = argDelegate; presentingViewController = viewController; GKMatchRequest *request = [[GKMatchRequest alloc] init]; request.minPlayers = 2; request.maxPlayers = 2; [manager setCurrentGameType:kTurnBased]; GKTurnBasedMatchmakerViewController *mmvc = [[GKTurnBasedMatchmakerViewController alloc] initWithMatchRequest:request]; mmvc.turnBasedMatchmakerDelegate = self; mmvc.showExistingMatches = NO; [presentingViewController presentViewController:mmvc animated:YES completion:^(void) { }]; }

    Read the article

  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

    Read the article

  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

    Read the article

  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

    Read the article

  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

    Read the article

  • Help Decide between C#/XNA client or Java

    - by Sparkky
    The game runs on a client/server architecture currently setup for TCP, and the client code was built in AS3 to be web based. What we're running into is 3 problems for the client. AS3 has no hardware acceleration so we are having some issues with slowdown when implementing some features TCP is really frustrating for a sidescroller when you're talking with a server. I'm having a heck of a time with the interpolation/extrapolation to make everyone else look smooth while minimizing lag. I would much rather be able to use UDP and throw in something similar to the age old Quake interpolation/extrapolation. No right click I work professionally with C#, and I did all my University (almost 2 years ago) with Java. Java really appeals to me because of the compatability while C# appeals to me because I've heard so much good about XNA and I love visual studio. For a Client/Server based MMOish sidescroller in your opinion should I stick with AS3 and the TCP protocol, or should I abandon some of my audience, ramp up the graphics and hit C#, or journey back to the land of Java. Thanks :D

    Read the article

  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

    Read the article

  • TGA loader: reverse y-axis

    - by aVoX
    I've written a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option origin set to Top Left (Note: Actually TGA files are meant to be stored upside down - Bottom Left in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGA, so my question is: How do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

    Read the article

  • How do I produce "enjoyably" random, as opposed to pseudo-random?

    - by Hilton Campbell
    I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on. The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable. Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection. I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

    Read the article

  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

    Read the article

  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

    Read the article

  • Is it possible to work with a dedicated server in XNA?

    - by Jake
    Hi I want to release my XNA game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not possible. Which is why I'm wondering about: Using port 80 web calls to php-driven database Using an xbox as a master-server (is that possible?) I like the sound of #1, because I could write my own application to run on the xbox, and I would assume other users could connect to it similar to the p2p architecture. Anyone able to expand on theory #2 above? or #1 as worst-case scenario?

    Read the article

  • What is the purpose of the canonical view volume?

    - by breadjesus
    I'm currently learning OpenGL and haven't been able to find an answer to this question. After the projection matrix is applied to the view space, the view space is "normalized" so that all the points lie within the range [-1, 1]. This is generally referred to as the "canonical view volume" or "normalized device coordinates". While I've found plenty of resources telling me about how this happens, I haven't seen anything about why it happens. What is the purpose of this step?

    Read the article

  • Cube rotation DX10

    - by German
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

    Read the article

  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

    Read the article

  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

    Read the article

  • How to debug Android App Eclipse?

    - by user2534694
    Ok. So while this isnt a programming question. I wanted to know how do people debug apps? How do you view log cat, and where these exceptions are thrown etc? And do I need to run the app on the emulator to see all the stuff, or is there a way to view this after running the app on my phone(while not being connected to the computer) Links to plugins and tips would be really helpful, as im gonna start work on my next game, and while the first one works fine, had a lot of problems while debugging.

    Read the article

  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

    Read the article

  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

    Read the article

  • How to draw unlimited FPS on Mac OS X with OpenGL?

    - by V1ru8
    I d'like to draw as many frames as possible with OpenGL on Mac OS X to measure the performance on different scenes. What I've tried so far: Using a CVDisplayLink that has NSOpenGLCPSwapInterval set to 0, so it does not sync with the Display. But with that it's still stuck at max 60FPS Using normal -drawRect: with a timer that fires 1/1000sec and calls -setNeedsDisplay: Still not more than 60FPS Same as 2. but I call -display in the timer callback. With that I get the FPS above 60, but it still stops at 100-110 FPS. Although the frame rate should easily be at 10times more. Andy idea how I can really draw as many frames as possible?

    Read the article

< Previous Page | 538 539 540 541 542 543 544 545 546 547 548 549  | Next Page >