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  • Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-) [edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.

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  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

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  • RasterizerState set to null after calling DrawText in Nuclex

    - by ProgrammerAtWork
    I have the following code in XNA: // class members Text t1; Text t2; Text t3; // init // Debugfont is size 24 vectorfont t1 = MM.DebugFont24.Fill("hello"); t1 = MM.DebugFont24.Extrude("hello"); t2 = MM.DebugFont24.Fill("hello"); t2 = MM.DebugFont24.Extrude("hello"); t3 = MM.DebugFont24.Fill("hello"); t3 = MM.DebugFont24.Extrude("hello"); // Draw TextBatch test = new TextBatch(MM.GD); test.DrawText(t1, Color.Red); test.DrawText(t2, Color.Red); test.DrawText(t3, Color.Red); test.End(); //After the second call to the TextBatch, RasterizerState of the GraphicsDevice is set to null //But I don't get any runtime errors or any indication of that something is wrong. Is this supposed to happen? Or am I doing something wrong? I've discovered that this happened because culling was set to None when I was rendering textures

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Why wont the LibGDX's main class Initialize on Android Launcher?

    - by BluFire
    So I was searching for different ways that could suit me in programming and came across LibGDX. Naturally I looked at the tutorial. As I was doing it, I was following the steps word for word, except naming the classes. In the end, I was able to create the desktop launcher for the game but not the android launcher. The following error is my error: Cannot instantiate the type Game (Game is the name of the class) I got the tutorial from http://steigert.blogspot.com.au/2012/02/1-libgdx-tutorial-introduction.html The link in the tutorial is the original but it uses jogl instead of lwjgl.

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

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  • HTML5 Canvas A* Star Path finding

    - by Veyha
    I am trying to learn A* Star Path finding. Library I am using this - https://github.com/qiao/PathFinding.js But I am don't understand one thing how to do. I am need find path from player.x/player.y (player.x and player.y is both 0) to 10/10 This code return array of where I am need to move - var path = finder.findPath(player.x, player.y, 10, 10, grid); I am get array where I am need to move, but how to apply this array to my player.x and player.y? Array structure like - 0: 0 1: 0 length: 2, 0: 1 1: 0 length: 2, ... I am very sorry for my bad English language. Thanks.

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  • How does a single programmer make a game?

    - by Mike
    I have always been a software developer, but lately I've been wanting to get into games. The only thing stopping me is the fact that I'm a programmer, not an artist. I've made some simple stuff, Tetris, 2D chess things like that but I can't do much art and that's really what holds me back. Now the problem is, I've yet to go to college so most commercial projects wouldn't accept me even to work for free and learn a bit especially with my lack of experience in games and any indie projects I've looked into really have an issue with responding to people interested, or actually completing (or starting really, most don't get past the ideas on paper) the project they want to do. I've looked around locally for artists, anyone who can do modeling, textures or animating or even anyone with some ability to make some more advanced 2D assets to get something like a side-scrolling RPG or something but haven't been able to find anyone. So how do you guys do it? Do I really just have to wait until I can go to college to see if I like working with games or is there some way I can get art (for free, anything I do is just going to be for fun so I don't want to have to sink money into it) and just start messing around on my own? Or am I just having bad luck and not looking in the right places for other people interested in having me help? I'm not looking for anything in particular, just something to fill some time with and see if I like making games. If not, well I'll go back to my software projects. I just have one more year of highschool and I'd like to try a few different areas before I go to college.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Material tiling and offset in unity

    - by Simran kaur
    Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n via script.How do I do it? It seems to happen through Tiling(tried via inspector) but again what is difference between mainTextureOffset and setTextureOffset? Tried: Following is the line of code that I tried to repeat the texture n number of times on an object(repeat across the width of object), but it does nothing significant that I can see.

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • Getting the front buffer into a gfx mem surface (Dx9)

    - by lapin
    I'm using DirectX 9 to acquire the frontbuffer. There are a couple of ways I know of to get at the front buffer: GetRenderTargetData() GetFrontBufferData() The MSDN page on both of these API calls state that the data is copied from device memory to system memory. I'd like to copy the front buffer surface directly to another graphics memory surface, as I have other manipulations to perform on the acquired surface before returning it to system memory. I'm creating a D3DUSAGE_DYNAMIC texture (gfx mem texture) and calling GetFrontBufferData() to write the front buffer to my textures surface0. Is this valid? Will the operation remain in gfx memory, or will it need to move to system memory and then back to graphics memory? If this is the case, is what I'm trying to achieve possible?

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  • Is this the most effect simple way to display a moving image? SDL2

    - by user36324
    I've looked around for tutorials on SDL2, but there isnt many so I am curious i was messing around and is this an effective way to move an image. One problem is that it drags along the image to where it moves. #include "SDL.h" #include "SDL_image.h" int main(int argc, char* argv[]) { bool exit = false; SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_Surface *png = IMG_Load("character.png"); SDL_Rect src; src.x = 0; src.y = 0; src.w = 161; src.h = 159; SDL_Rect dest; dest.x = 50; dest.y = 50; dest.w = 161; dest.h = 159; SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png); SDL_FreeSurface(png); while(exit==false){ dest.x++; SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, &src, &dest); SDL_RenderPresent(ren); } SDL_Delay(5000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); }

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  • Panning a 3d viewport in 2d direction with rotated camera

    - by Noob Game Developer
    I am using below code to pan the viewport (action script 3 code using flare3d framework) _mainCamera.x-= Input3D.mouseXSpeed; _mainCamera.z+= Input3D.mouseYSpeed; Where as Input3D.mouse[X|Y]Speed gives the displacement of the mouse on the X/Y axis starting from the position of the last frame. This works perfect if my camera is not rotated. However, if I rotate the camera (x by 30, y by 60) and pan the camera then it goes wrong. Which is actually correctly panning according to the code. But this is not desired and I know I need to do some math to get the correct x/y which I am not aware of it. Can some one help me achieving it? Update: I am getting an Idea but I am not sure how to do it :( Get the mouseX/Y deltas (xd,yd) Get the current camera coords (pos3d) Convert to screen coords (pos2d) Add deltas to screen coords (pos2d+ (xd,yd)) Convert above coords to 3d coords

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  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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