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  • Problems with texture orientation in space

    - by frankie
    I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like Note, that text size stay without changes when we rotating world and stay oriented with front face to user. Now I can draw text in 3D space, but it is not oriented with front but rotating with world. Such results I got with following shaders: Vertex Shader uniform vec3 Position; void main() { gl_Position = vec4(Position, 1.0); } Geometry Shader layout(points) in; layout(triangle_strip, max_vertices = 4) out; out vec2 fsTextureCoordinates; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform sampler2D og_texture0; uniform float og_highResolutionSnapScale; uniform vec2 u_originScale; void main() { vec2 halfSize = vec2(textureSize(og_texture0, 0)) * 0.5 * og_highResolutionSnapScale; vec4 center = gl_in[0].gl_Position; center.xy += (u_originScale * halfSize); vec4 v0 = vec4(center.xy - halfSize, center.z, 1.0); vec4 v1 = vec4(center.xy + vec2(halfSize.x, -halfSize.y), center.z, 1.0); vec4 v2 = vec4(center.xy + vec2(-halfSize.x, halfSize.y), center.z, 1.0); vec4 v3 = vec4(center.xy + halfSize, center.z, 1.0); gl_Position = projectionMatrix * modelViewMatrix * v0; fsTextureCoordinates = vec2(0.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v1; fsTextureCoordinates = vec2(1.0, 0.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v2; fsTextureCoordinates = vec2(0.0, 1.0); EmitVertex(); gl_Position = projectionMatrix * modelViewMatrix * v3; fsTextureCoordinates = vec2(1.0, 1.0); EmitVertex(); } Fragment Shader in vec2 fsTextureCoordinates; out vec4 fragmentColor; uniform sampler2D og_texture0; uniform vec3 u_color; void main() { vec4 color = texture(og_texture0, fsTextureCoordinates); if (color.a == 0.0) { discard; } fragmentColor = vec4(color.rgb * u_color.rgb, color.a); } Any ideas how to get my desirable result? EDIT 1: I make edit in my geometry shader and got part of lable drawn on screen at corner. But it is not rotating. .......... vec4 centerProjected = projectionMatrix * modelViewMatrix * center; centerProjected /= centerProjected.w; vec4 v0 = vec4(centerProjected.xy - halfSize, 0.0, 1.0); vec4 v1 = vec4(centerProjected.xy + vec2(halfSize.x, -halfSize.y), 0.0, 1.0); vec4 v2 = vec4(centerProjected.xy + vec2(-halfSize.x, halfSize.y), 0.0, 1.0); vec4 v3 = vec4(centerProjected.xy + halfSize, 0.0, 1.0); gl_Position = og_viewportOrthographicMatrix * v0; ..........

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  • System halts for a fraction of second after every 2-3 seconds

    - by iSam
    I'm using Windows 7 on my HP ProBook 4250s. The problem I face is that my system halts for a fraction of second after every 2-3 seconds. These jerks are not letting me concentrate or work properly. This happens even when I'm just typing in notepad while no other application is running. I tried to install every driver from HP's website and there's no item in device manager marked with yellow icon. Following are my system specs: Machine: HP ProBook 4250s OS: Windows 7 professional RAM: 2GB Processor: Intel Core i3 2.27GHz Following is my HijackThis Log: **Logfile of HijackThis v1.99.1** Scan saved at 9:34:03 PM, on 11/13/2012 Platform: Unknown Windows (WinNT 6.01.3504) MSIE: Internet Explorer v9.00 (9.00.8112.16450) **Running processes:** C:\Windows\system32\taskhost.exe C:\Windows\System32\rundll32.exe C:\Windows\system32\Dwm.exe C:\Windows\Explorer.EXE C:\Windows\System32\igfxtray.exe C:\Windows\System32\hkcmd.exe C:\Windows\System32\igfxpers.exe C:\Program Files\Synaptics\SynTP\SynTPEnh.exe C:\Program Files\PowerISO\PWRISOVM.EXE C:\Program Files\AVAST Software\Avast\AvastUI.exe C:\Program Files\Free Download Manager\fdm.exe C:\Windows\system32\wuauclt.exe C:\Program Files\Windows Media Player\wmplayer.exe C:\Program Files\Microsoft Office\Office12\WINWORD.EXE C:\HijackThis\HijackThis.exe R1 - HKCU\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKCU\Software\Microsoft\Internet Explorer\Main,Start Page = http://bing.com/ R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Page_URL = http://go.microsoft.com/fwlink/?LinkId=69157 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Default_Search_URL = http://go.microsoft.com/fwlink/?LinkId=54896 R1 - HKLM\Software\Microsoft\Internet Explorer\Main,Search Page = http://go.microsoft.com/fwlink/?LinkId=54896 R0 - HKLM\Software\Microsoft\Internet Explorer\Main,Start Page = http://go.microsoft.com/fwlink/?LinkId=69157 R0 - HKLM\Software\Microsoft\Internet Explorer\Search,SearchAssistant = R0 - HKLM\Software\Microsoft\Internet Explorer\Search,CustomizeSearch = R0 - HKCU\Software\Microsoft\Internet Explorer\Toolbar,LinksFolderName = R3 - URLSearchHook: (no name) - {7473b6bd-4691-4744-a82b-7854eb3d70b6} - (no file) O2 - BHO: Adobe PDF Reader Link Helper - {06849E9F-C8D7-4D59-B87D-784B7D6BE0B3} - C:\Program Files\Common Files\Adobe\Acrobat\ActiveX\AcroIEHelper.dll O2 - BHO: Babylon toolbar helper - {2EECD738-5844-4a99-B4B6-146BF802613B} - (no file) O2 - BHO: MrFroggy - {856E12B5-22D7-4E22-9ACA-EA9A008DD65B} - C:\Program Files\Minibar\Froggy.dll O2 - BHO: avast! WebRep - {8E5E2654-AD2D-48bf-AC2D-D17F00898D06} - C:\Program Files\AVAST Software\Avast\aswWebRepIE.dll O2 - BHO: Windows Live ID Sign-in Helper - {9030D464-4C02-4ABF-8ECC-5164760863C6} - C:\Program Files\Common Files\Microsoft Shared\Windows Live\WindowsLiveLogin.dll O2 - BHO: Minibar BHO - {AA74D58F-ACD0-450D-A85E-6C04B171C044} - C:\Program Files\Minibar\Kango.dll O2 - BHO: Free Download Manager - {CC59E0F9-7E43-44FA-9FAA-8377850BF205} - C:\Program Files\Free Download Manager\iefdm2.dll O2 - BHO: HP Network Check Helper - {E76FD755-C1BA-4DCB-9F13-99BD91223ADE} - C:\Program Files\Hewlett-Packard\HP Support Framework\Resources\HPNetworkCheck\HPNetworkCheckPlugin.dll O3 - Toolbar: (no name) - {98889811-442D-49dd-99D7-DC866BE87DBC} - (no file) O3 - Toolbar: avast! WebRep - {8E5E2654-AD2D-48bf-AC2D-D17F00898D06} - C:\Program Files\AVAST Software\Avast\aswWebRepIE.dll O4 - HKLM\..\Run: [IgfxTray] C:\Windows\system32\igfxtray.exe O4 - HKLM\..\Run: [HotKeysCmds] C:\Windows\system32\hkcmd.exe O4 - HKLM\..\Run: [Persistence] C:\Windows\system32\igfxpers.exe O4 - HKLM\..\Run: [SynTPEnh] %ProgramFiles%\Synaptics\SynTP\SynTPEnh.exe O4 - HKLM\..\Run: [PWRISOVM.EXE] C:\Program Files\PowerISO\PWRISOVM.EXE -startup O4 - HKLM\..\Run: [AdobeAAMUpdater-1.0] "C:\Program Files\Common Files\Adobe\OOBE\PDApp\UWA\UpdaterStartupUtility.exe" O4 - HKLM\..\Run: [AdobeCS6ServiceManager] "C:\Program Files\Common Files\Adobe\CS6ServiceManager\CS6ServiceManager.exe" -launchedbylogin O4 - HKLM\..\Run: [SwitchBoard] C:\Program Files\Common Files\Adobe\SwitchBoard\SwitchBoard.exe O4 - HKLM\..\Run: [ROC_roc_ssl_v12] "C:\Program Files\AVG Secure Search\ROC_roc_ssl_v12.exe" / /PROMPT /CMPID=roc_ssl_v12 O4 - HKLM\..\Run: [avast] "C:\Program Files\AVAST Software\Avast\avastUI.exe" /nogui O4 - HKLM\..\Run: [Wordinn English to Urdu Dictionary] "C:\Program Files\Wordinn\Urdu Dictionary\bin\Lugat.exe" -h O4 - HKLM\..\Run: [Adobe Reader Speed Launcher] "C:\Program Files\Adobe\Reader 8.0\Reader\Reader_sl.exe" O4 - HKCU\..\Run: [Comparator Fast] "C:\Program Files\Interdesigner Software\Comparator Fast\ComparatorFast.exe" /STARTUP O4 - HKCU\..\Run: [Free Download Manager] "C:\Program Files\Free Download Manager\fdm.exe" -autorun O8 - Extra context menu item: Download all with Free Download Manager - file://C:\Program Files\Free Download Manager\dlall.htm O8 - Extra context menu item: Download selected with Free Download Manager - file://C:\Program Files\Free Download Manager\dlselected.htm O8 - Extra context menu item: Download video with Free Download Manager - file://C:\Program Files\Free Download Manager\dlfvideo.htm O8 - Extra context menu item: Download with Free Download Manager - file://C:\Program Files\Free Download Manager\dllink.htm O8 - Extra context menu item: E&xport to Microsoft Excel - res://C:\PROGRA~1\MICROS~2\Office12\EXCEL.EXE/3000 O9 - Extra button: @C:\Program Files\Hewlett-Packard\HP Support Framework\Resources\HPNetworkCheck\HPNetworkCheckPlugin.dll,-103 - {25510184-5A38-4A99-B273-DCA8EEF6CD08} - C:\Program Files\Hewlett-Packard\HP Support Framework\Resources\HPNetworkCheck\NCLauncherFromIE.exe O9 - Extra 'Tools' menuitem: @C:\Program Files\Hewlett-Packard\HP Support Framework\Resources\HPNetworkCheck\HPNetworkCheckPlugin.dll,-102 - {25510184-5A38-4A99-B273-DCA8EEF6CD08} - C:\Program Files\Hewlett-Packard\HP Support Framework\Resources\HPNetworkCheck\NCLauncherFromIE.exe O9 - Extra button: Research - {92780B25-18CC-41C8-B9BE-3C9C571A8263} - C:\PROGRA~1\MICROS~2\Office12\REFIEBAR.DLL O9 - Extra button: Change your facebook look - {AAA38851-3CFF-475F-B5E0-720D3645E4A5} - C:\Program Files\Minibar\MinibarButton.dll O10 - Unknown file in Winsock LSP: c:\windows\system32\nlaapi.dll O10 - Unknown file in Winsock LSP: c:\windows\system32\napinsp.dll O10 - Unknown file in Winsock LSP: c:\program files\common files\microsoft shared\windows live\wlidnsp.dll O10 - Unknown file in Winsock LSP: c:\program files\common files\microsoft shared\windows live\wlidnsp.dll O11 - Options group: [ACCELERATED_GRAPHICS] Accelerated graphics O11 - Options group: [INTERNATIONAL] International O13 - Gopher Prefix: O17 - HKLM\System\CCS\Services\Tcpip\..\{920289D7-5F75-4181-9A37-5627EAA163E3}: NameServer = 8.8.8.8,8.8.4.4 O17 - HKLM\System\CCS\Services\Tcpip\..\{AE83ED2F-EF14-4066-ACE2-C4ED07A68EAA}: NameServer = 9.9.9.9,8.8.8.8 O18 - Protocol: ms-help - {314111C7-A502-11D2-BBCA-00C04F8EC294} - C:\Program Files\Common Files\Microsoft Shared\Help\hxds.dll O18 - Protocol: skype4com - {FFC8B962-9B40-4DFF-9458-1830C7DD7F5D} - C:\PROGRA~1\COMMON~1\Skype\SKYPE4~1.DLL O18 - Protocol: wlpg - {E43EF6CD-A37A-4A9B-9E6F-83F89B8E6324} - C:\Program Files\Windows Live\Photo Gallery\AlbumDownloadProtocolHandler.dll O18 - Filter hijack: text/xml - {807563E5-5146-11D5-A672-00B0D022E945} - C:\PROGRA~1\COMMON~1\MICROS~1\OFFICE12\MSOXMLMF.DLL O20 - AppInit_DLLs: c:\progra~2\browse~1\23787~1.43\{16cdf~1\browse~1.dll c:\progra~2\browse~1\22630~1.40\{16cdf~1\browse~1.dll O20 - Winlogon Notify: igfxcui - C:\Windows\SYSTEM32\igfxdev.dll O23 - Service: avast! Antivirus - AVAST Software - C:\Program Files\AVAST Software\Avast\AvastSvc.exe O23 - Service: Google Software Updater (gusvc) - Google - C:\Program Files\Google\Common\Google Updater\GoogleUpdaterService.exe O23 - Service: HP Support Assistant Service - Hewlett-Packard Company - C:\Program Files\Hewlett-Packard\HP Support Framework\hpsa_service.exe O23 - Service: HP Quick Synchronization Service (HPDrvMntSvc.exe) - Hewlett-Packard Company - C:\Program Files\Hewlett-Packard\Shared\HPDrvMntSvc.exe O23 - Service: HP Software Framework Service (hpqwmiex) - Hewlett-Packard Company - C:\Program Files\Hewlett-Packard\Shared\hpqWmiEx.exe O23 - Service: HP Service (hpsrv) - Hewlett-Packard Company - C:\Windows\system32\Hpservice.exe O23 - Service: Intel(R) Management and Security Application Local Management Service (LMS) - Intel Corporation - C:\Program Files\Intel\Intel(R) Management Engine Components\LMS\LMS.exe O23 - Service: Mozilla Maintenance Service (MozillaMaintenance) - Mozilla Foundation - C:\Program Files\Mozilla Maintenance Service\maintenanceservice.exe O23 - Service: @%SystemRoot%\system32\qwave.dll,-1 (QWAVE) - Unknown owner - %windir%\system32\svchost.exe (file missing) O23 - Service: @%SystemRoot%\system32\seclogon.dll,-7001 (seclogon) - Unknown owner - %windir%\system32\svchost.exe (file missing) O23 - Service: Skype Updater (SkypeUpdate) - Skype Technologies - C:\Program Files\Skype\Updater\Updater.exe O23 - Service: Adobe SwitchBoard (SwitchBoard) - Adobe Systems Incorporated - C:\Program Files\Common Files\Adobe\SwitchBoard\SwitchBoard.exe O23 - Service: Intel(R) Management & Security Application User Notification Service (UNS) - Intel Corporation - C:\Program Files\Intel\Intel(R) Management Engine Components\UNS\UNS.exe O23 - Service: @%PROGRAMFILES%\Windows Media Player\wmpnetwk.exe,-101 (WMPNetworkSvc) - Unknown owner - %PROGRAMFILES%\Windows Media Player\wmpnetwk.exe (file missing)

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • Using Shader causes triangle to disappear

    - by invisal
    The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) GL.UseProgram(theProgram) GL.EnableClientState(ArrayCap.VertexArray) GL.EnableClientState(ArrayCap.ColorArray) GL.BindBuffer(BufferTarget.ArrayBuffer, vertexPositionID) GL.DrawArrays(BeginMode.Triangles, 0, 3) GL.DisableClientState(ArrayCap.ColorArray) GL.DisableClientState(ArrayCap.VertexArray) GlControl1.SwapBuffers() End Sub This is screenshot without GL.UseProgram(theProgram) This is screenshot with GL.UseProgram(theProgram) Here are my shader code that I picked from online tutorial. Vertex Shader #version 330 layout(location = 0) in vec4 position; void main() { gl_Position = position; } Fragment Shader #version 330 out vec4 outputColor; void main() { outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } These are my shader creation code. '' Initialize Shader Dim shaderList(1) As Integer shaderList(0) = CreateShader(ShaderType.VertexShader, strVertexShader) shaderList(1) = CreateShader(ShaderType.FragmentShader, strFragShader) theProgram = CreateProgram(shaderList) GL.DeleteShader(shaderList(0)) GL.DeleteShader(shaderList(1)) Here are my helper functions Private Function CreateShader(ByVal shaderType As ShaderType, ByVal code As String) Dim shader As Integer = GL.CreateShader(shaderType) GL.ShaderSource(shader, code) GL.CompileShader(shader) Dim status As Integer GL.GetShader(shader, ShaderParameter.CompileStatus, status) If status = False Then MsgBox(GL.GetShaderInfoLog(shader)) End If Return shader End Function Private Function CreateProgram(ByVal shaderList() As Integer) As Integer Dim program As Integer = GL.CreateProgram() For i As Integer = 0 To shaderList.Length - 1 GL.AttachShader(program, shaderList(i)) Next GL.LinkProgram(program) Dim status As Integer GL.GetProgram(program, ProgramParameter.LinkStatus, status) If status = False Then MsgBox(GL.GetProgramInfoLog(program)) End If For i As Integer = 0 To shaderList.Length - 1 GL.DetachShader(program, shaderList(i)) Next Return program End Function

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • Physics like asteroides

    - by user2933016
    I try to make a ship that has the physic properties like asteroides. I have this for now(All in Java): Ship.class public class Ship { public static final float sMaxHealth = 0.1F; public static final float sMaxMoveVelocity = 5.0F; public static final float sMaxAngleVelocity = 20.0F; public static final float sRadius = 1.0F; public static final float sMoveDeceleration = 10.0F; public static final float sMoveAcceleration = 2.0F; public static final float sAngleDeceleration = 15.0F; public static final float sAngleAcceleration = 20.0F; private float mHealth; private float mXVelocity; private float mYVelocity; private float mAngleVelocity; private float mX; private float mY; private float mAngle; } (I let the getter and setter away for now) Controller code // Player input if(Gdx.input.isKeyPressed(Keys.UP)) { mPlayer.setXVelocity(mPlayer.getXVelocity() + (float) Math.cos(mPlayer.getAngle()) * Ship.sMoveAcceleration); mPlayer.setYVelocity(mPlayer.getYVelocity() + (float) Math.sin(mPlayer.getAngle()) * Ship.sMoveAcceleration); } if(Gdx.input.isKeyPressed(Keys.LEFT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleAcceleration * pDeltaTime); } if(Gdx.input.isKeyPressed(Keys.RIGHT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleAcceleration * pDeltaTime); } // X velocity if(mPlayer.getXVelocity() < 0) { if(-mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() > 0) { mPlayer.setXVelocity(0); } } else if(mPlayer.getXVelocity() > 0) { if(mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() < 0) { mPlayer.setXVelocity(0); } } // Y velocity if(mPlayer.getYVelocity() < 0) { if(-mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() > 0) { mPlayer.setYVelocity(0); } } else if(mPlayer.getYVelocity() > 0) { if(mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() < 0) { mPlayer.setYVelocity(0); } } // Angle velocity if(mPlayer.getAngleVelocity() < 0) { if(-mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(-Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() > 0) { mPlayer.setAngleVelocity(0); } } else if(mPlayer.getAngleVelocity() > 0) { if(mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() < 0) { mPlayer.setAngleVelocity(0); } } mPlayer.setX(mPlayer.getX() + mPlayer.getXVelocity() * pDeltaTime); mPlayer.setY(mPlayer.getY() + mPlayer.getYVelocity() * pDeltaTime); mPlayer.setAngle(mPlayer.getAngle() + mPlayer.getAngleVelocity() * pDeltaTime); Why the ship does not behave like in asteroides ? What do I wrong?

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • Registering InputListener in libGDX

    - by JPRO
    I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback never triggers ("touched" is not printed to console). I'm just posting the code with the abstract game screen and the implementing screen. The application starts successfully with a label of "Exit" in the bottom left hand corner, but clicking the button/label does nothing. I'm guessing the fix is something simple. What am I overlooking? public abstract class GameScreen<T> implements Screen { protected final T game; protected final SpriteBatch batch; protected final Stage stage; public GameScreen(T game) { this.game = game; this.batch = new SpriteBatch(); this.stage = new Stage(0, 0, true); } @Override public final void render(float delta) { update(delta); // Clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public abstract void update(float delta); @Override public void resize(int width, int height) { stage.setViewport(width, height, true); } @Override public void show() { Gdx.input.setInputProcessor(stage); } // hide, pause, resume, dipose } public class ExampleScreen extends GameScreen<MyGame> { private TextButton exitButton; public ExampleScreen(MyGame game) { super(game); } @Override public void show() { super.show(); TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle(); buttonStyle.font = Font.getFont("Origicide", 32); buttonStyle.fontColor = Color.WHITE; exitButton = new TextButton("Exit", buttonStyle); exitButton.addListener(new InputListener() { @Override public void touchUp (InputEvent event, float x, float y, int pointer, int button) { System.out.println("touched"); } }); stage.addActor(exitButton); } @Override public void update(float delta) { } }

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • Rotate model using quaternion

    - by ChocoMan
    Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // float value What I'm trying to do is rotate the model using quaternion and not by a matrix. I've searched for tutorials, but have found none that explains thoroughly on how to achieve this. Does anyone know how to I can use quaternions to rotate my model or a complete tutorial?

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • How to utilize miniMax algorithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Box2D networking

    - by spacevillain
    I am trying to make a simple sync between two box2d rooms, where you can drag boxes using the mouse. So every time player clicks (and holds the mousedown) a box, I try send joint parameters to server, and server sends them to other clients. When mouseup occurs, I send command to delete joint. The problem is that sync breaks too often. Is my way radically wrong, or it just needs some tweaks? http://www.youtube.com/watch?v=eTN2Gwj6_Lc Source code https://github.com/agentcooper/Box2d-networking

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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