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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • How to display image in second layer in Cocos2d

    - by PeterK
    I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips etc. with this. I know that if i put the display-code (myLayer1) in the "init" it work or do the call [self goHere] from the "init" in myLayer1 it works but i want to call the "goHere" directly. I have the following code: HelloWorld.m: #import "HelloWorldLayer.h" #import "myLayer1.h" // HelloWorldLayer implementation @implementation HelloWorldLayer +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; myLayer1 *layer1 = [myLayer1 node]; // add layer as a child to scene [scene addChild: layer]; [scene addChild: layer1]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { // create and initialize a Label CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; myLayer1 *a1 = [myLayer1 new]; [a1 goHere]; [myLayer1 release]; } return self; } myLayer1.m: #import "myLayer1.h" @implementation myLayer1 -(void)goHere { NSLog(@">>>>goHere<<<<"); CGSize size = [[CCDirector sharedDirector] winSize]; CCSprite *vv = [CCSprite spriteWithFile:@"hand.png"]; vv.position = ccp( size.width /2 , size.height/2 ); [self addChild:vv z:3]; } -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { } return self; } @end

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  • How can I clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

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  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the moment I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement (not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated.

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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  • Tic-Tac-Toe game AI

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated.

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  • How many achievements should I include, and of what challenge?

    - by stephelton
    I know this question is fairy broad and subjective, but I'm wondering if there's been any published research into what an optimal number of achievements is and what kind of challenge they should present. The game this question directly relates to is a shoot-em-up, but an ideal answer is fairly theoretical. If there are there are too few achievements, or they are not challenging, I would expect they would fail in their goal to keep people playing. If there are too many, or they are unreasonably difficult, I would expect people to quickly give up. I personally witnessed the latter happening in Starcraft 2; a section of the achievements would have you win hundreds of games against their AI opponents (boring!)

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  • proper way to creation multiple similiar buttons/panels

    - by JayAvon
    I have the below Code which i tried to do, but it only shows(the minus/plus button) on the last GirdLayout (Intelligence stat): JButton plusButton = new JButton("+"); JButton minusButton = new JButton("-"); statStrengthGridPanel = new JPanel(new GridLayout(1,3)); statStrengthGridPanel.add(minusButton); statStrengthGridPanel.add(new JLabel("10")); statStrengthGridPanel.add(plusButton); statConstitutionGridPanel = new JPanel(new GridLayout(1,3)); statConstitutionGridPanel.add(minusButton); statConstitutionGridPanel.add(new JLabel("10")); statConstitutionGridPanel.add(plusButton); statDexterityGridPanel = new JPanel(new GridLayout(1,3)); statDexterityGridPanel.add(minusButton); statDexterityGridPanel.add(new JLabel("10")); statDexterityGridPanel.add(plusButton); statIntelligenceGridPanel = new JPanel(new GridLayout(1,3)); statIntelligenceGridPanel.add(minusButton); statIntelligenceGridPanel.add(new JLabel("10")); statIntelligenceGridPanel.add(plusButton); I know I can do something like I did for the Panel names(have multiple ones), but I did not want to do that for the Panels in the first place. I am trying to use best practice and not have my code be repetitive. Any suggestions?? The goal is to have 4 stats, to assign points to, with decrement and increment buttons(I decided against sliders). Eventually I will have them have upper and lower limits, decrement the "unused" label, and all of that good stuff, but I just want to not be repetitive. Thanks for any help.

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  • How to acheive a smoother lighting effect

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • Dynamic model interactions

    - by Richard
    I am just curious as to how in many games (namely games like arkham asylum/city, manhunt, hitman) do they make it so that your character can "grab" a character in front of you and do stuff to them. I know this may sound very confusing but for an example go to youtube and search "hitman executions", and the first video is an example of what i'm asking. Basically I'm wondering how they make your model dynamically interact with whatever other model you come across, so in hitman when you come up behind some one with the fibre wire you strangle the other character or if you have the anesthetic you come up behind some person and put your hand over there mouth while they struggle and slowly go to the floor where you lay them down. I am confused as to whether it was animated to use two models using specific bone/skeletal identifiers, if it is just two completely separate animations that are played at the correct time to make it look like they are actually interacting or something else all together. I am not an animator so i assume most of what i just said is not right but i hope that some one can understand what i mean and provide an answer. PS) I am a programmer and I am in the process of building a hitmanesque game, just because i love that style of game and I want to increase my skills on something fun, so if you do know what i'm talking about have some examples with involving both models and programming (i use c++ and mainly Ogre3D at the moment but i am getting into unity and XNA) i would greatly appreciate it. Thanks.

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • Car brands and models licensing

    - by Ju-v
    We are small team which working on car racing game but we don't know about licensing process for branded cars like Nissan, Lamborghini, Chevrolet and etc. Do we need to buy any licence for using real car brand names, models, logos,... or we can use them for free? Second option we think about using not real brand with real models is it possible? If someone have experience with that, fell free to share it. Any information about that is welcome.

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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