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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Why don't Normal maps in tangent space have a single blue color?

    - by seahorse
    Normal maps are predominantly blue in color because the z component maps to Blue and since normals point out of the surface in the z direction we see Blue as the predominant component. If the above is true then why are normal maps just of one color i.e. blue and they should not be having any other shades(not even shades of blue) Since by definition tangent space is perpendicular to normal at any point we should have the normal always pointing in the Z (Blue direction) with no X(Red component) and Y(Green component). Thus the normal map(since it is a "normal map") should have had color of normals which is just the Blue(Z =Blue compoennt = 1, R=0, G=0) and the normal map should have been of only Blue color with no shades in between. But even then normal maps are not so, and they have gradients of shades in them, why is this so?

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  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • Calculating a child Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor(just for fun) anyway I have problem that I had several days trying to resolve but I have been unsuccessful. Here goes... I have an object "A": Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) And an object "B": Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) I now make a parent/child relationship. "B" is a child of "A": A |--B When I do the relationship I need to re-calculate the Child("B") Position, Rotation and Scale such that it maintains its current position, rotation and scale(Location in world). So for child position "B" it would now be (-2, -2, -2) since now "A" it is center and (-2, -2, -2) will keep the object in its same position. I think I got the Position and scale figure out, but rotation I cant. So I was trying to figure out what to do and what I did is opened Unity and run the same example and I did noticed that when making an abject a child object the child object did not moved at all but had its Position, Rotation and Scale values changed(Related to the parent). For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When making it a parent child relation("B" is a child of "A") the child object("B") in its Rotation values now has: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same values to my editor(To the child "B" rotation X, Y, Z values) the object does not move at all. So I basically need to know how did Unity arrive at those rotation values for the child(What are the calculations?). If you can help and put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but with the Rotation I really need help. Thanks!

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Manipulating Perlin Noise

    - by Numeri
    I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am trying to generate structures more like mountain ranges (in 2D, as 3D would be way over my head right now) or underground veins of ores. I can't manage to manipulate Perlin Noise to do this. Making a cut off point (i.e. using only the tops of the 'mountains' of a heightmap) wouldn't work, because I would get lumps of mountains/veins. Any suggestions? Thanks, Numeri

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • How should I generate and store the boundries of a cave?

    - by Bob Roberts
    I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about creating the walls by randomly picking two points away from the center of the screen. They will be no closer than the height of helicopter and no further than the edge of the screen, weighted to prefer to go in the same direction as the point prior so I end up with stalactites and stalagmites and not just noise, at set intervals of distance. To store, perhaps parallel arrays/lists, one for distance from center to top screen and one for distance from center to bottom. Am I way off base with my thinking? I just want the cave to be varied and challenging, I just have never worked with generating data like this. Edit: Woah, I just realized that my idea would lead to a player being able to stay in the middle of the screen and win. That isn't right at all. So the very basis of how I was going to generate is wrong. Edit 2: I also realized I left out a very crucial point. Part of the mechanics of the game will let the player go backwards therefor the data structure should be continuous.

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • How can I downsample a texture using FBOs?

    - by snape
    I am rendering a scene to FBO as my render target whose size is 8 times the size of the orignal screen in OpenGL. Now i wan to downsample the texture generated by FBO to the size of the screen so as to achieve spatial anti aliasing. How do i achieve the down sampling ? Please provide implementation details. Note : If there is a better way of doing anti aliasing in FBOs please mention that too. I am trying to remove the aliasing in the image attached below.

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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  • XNA Transparency depending on drawing order?

    - by DarthRoman
    I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at the image for a better understanding (one of the object is a terrain and the other one an area): Now, if I apply transparency to both of them, and draw the terrain before the area, the terrain is not transparent respecting to the area, but the area is: And finally, if I draw the area before the terrain, then the area is not transparent respecting of the terrain: QUESTION: How can I make all the objects transparent to the rest of objects without depending on the drawing order?

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • Can anyone recommend an AI sandbox?

    - by user19433
    I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time! I've been really looking for some way to concentrate on AI coding but couldn't succeeded to find an AI environment I can focus on. I just want to use an AI sandbox environment which would let me have tools like: visibility information character controller able to easily define a level, with obstacles of course physics collider management triggers management don't need to be a shiny, eye candy graphical render : this is about pathfinding, tactical reasoning, etc.. I have tried : Unreal Dev Kit : while the new release announce is about C++ coding, this is about external tools and will be released in 2013 Cry Engine : really interesting as AI is presents here but coding with it appears to be an hell: did I got it wrong ? Half Life source, C4, Torque, Dx Studio : either quite old, not very useful or costly these imply to dig in documentation (when provided) to code everything, graphics included. Unity 3D : the most promising platform. While you also need to create your own environment, there are lot of examples. The disadvantage is, in addition to spend time to have this env. working, is the languages choice : C#, Javascript or Boo. C# is not that hard, but this implies you'll allways have to convert papers (I love those from Lars Linden) books codes, or anything you can have in Aigamedev are most often in C++. This is extra work. I've look at "Simple Path", the very good Arong Greenberg work but no source provided and AngryAnt work. AI Sandbox : this seems to be exactly what as AI coder I want to use. I saw some preview but from 2009 we still don't know what it will be about precisely, will it be opensource or free (I strongly doubt), will I be able to buy it? will it really provide me tools I need to focus on AI ? That being said, what is the best environment to be able to focus on AI coding only, is it even possible?

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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