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  • Which API for cross platform mobile audio?

    - by deft_code
    This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly develop the Game and leverage it's superior debugging tools. However I've recently heard that Android doesn't support OpenAL well. Instead they've gone with a OpenSL ES library. What I'm looking for is a free Audio library that I can use with minimal custom code on iPhone, Android, and my Linux desktop. Does such an API exists? Some extra details: The game is written in C++ with custom minimal front ends. ObjC for iPhone, Java for Android, and SFML for Desktops. I'm using OpenGL ES for portability as iPhone doesn't support the more advanced OpenGL APIs.

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  • Brief pause after keypress

    - by user36324
    After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help. while(game){ while (SDL_PollEvent(&e)){ mainChar.manageEvents(e); } background.renderChar(); mainChar.renderChar(); SDL_RenderPresent(ren); } void Character::manageEvents(SDL_Event event) { switch(event.type){ case SDL_KEYDOWN: KEYS[event.key.keysym.sym] = true; printf("true"); handleInput(); break; case SDL_KEYUP: KEYS[event.key.keysym.sym] = false; printf("false"); break; default: break; } } void Character::handleInput() { if(KEYS[SDLK_a]) { dst.x--; } if(KEYS[SDLK_d]) { dst.x++; } if(KEYS[SDLK_w]) { dst.y++; } if(KEYS[SDLK_s]) { dst.y--; } }

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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • Rotating a Quad around it center

    - by Trixmix
    How can you rotate a quad around its center? This is what im trying to do but it aint working: GL11.glTranslatef(x-getWidth()/2, y-getHeight()/2, 0); GL11.glRotatef(30, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(x+getWidth()/2, y+getHeight()/2, 0); DRAW my main problem is that it renders it off the screen.. draw code: GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, getTexture().getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(getTexture().getWidth(), getTexture().getHeight()); GL11.glVertex2f(width,height); GL11.glTexCoord2f(getTexture().getWidth(), 0); GL11.glVertex2f(width,0); } GL11.glEnd();

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Double Buffering in Panda3D (C++)

    - by jsvcycling
    How would I go about using Double Buffering (to create a loading screen) in Panda3D using C++? I've searched Google and found some forums that talk about the concept of swapping buffers, but I haven't seen any that show any type of source code (specifically Panda3D/C++). I'd like to try and stay away from using pure OpenGL code and work it through Panda3D, but if I have no other choice, then I'll have to go with OpenGL coding.

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  • Collision Systems Implementation

    - by hrr4
    Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. Any help is appreciated! Edit: Sorry, it's 2D Collisioning but honestly, I'm not looking for specific collision methods. I'm looking more about the lines of implementation. Just curious of some of the common methods of how to implement collision systems such as: Should the entire collision system be it's own class? What, if anything, should be inheritable? These are some of my questions. Sorry for the confusion.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Creating shooting arrow class [on hold]

    - by I.Hristov
    OK I am trying to write an XNA game with one controllable by the player entity, while the rest are bots (enemy and friendly) wondering around and... shooting each other from range. Now the shooting I suppose should be done with a separate class Arrow (for example). The resulting object would be the arrow appearing on screen moving from shooting entity to target entity. When target is reached arrow is no longer active, probably removed from the list. I plan to make a class with fields: Vector2 shootingEntity; Vector2 targetEntity; float arrowSpeed; float arrowAttackSpeed; int damageDone; bool isActive; Then when enemy entities get closer than a int rangeToShoot (which each entity will have as a field/prop) I plan to make a list of arrows emerging from each entity and going to the closest opposite one. I wonder if that logic will enable me later to make possible many entities to be able to shoot independently at different enemy entities at the same time. I know the question is broad but it would be wise to ask if the foundations of the idea are correct.

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  • Java chunk negative number problem

    - by user1990950
    I've got a tile based map, which is divided in chunks. I got a method, which puts tiles in this map and with positive numbers it's working. But when using negative numbers it wont work. This is my setTile method: public static void setTile(int x, int y, Tile tile) { int chunkX = x / Chunk.CHUNK_SIZE, chunkY = y / Chunk.CHUNK_SIZE; IntPair intPair = new IntPair(chunkX, chunkY); world.put(intPair, new Chunk(chunkX, chunkY)); world.get(intPair).setTile(x - chunkX * Chunk.CHUNK_SIZE, y - chunkY * Chunk.CHUNK_SIZE, tile); } This is the setTile method in the chunk class (CHUNK_SIZE is a constant with the value 64): public void setTile(int x, int y, Tile t) { if (x >= 0 && x < CHUNK_SIZE && y >= 0 && y < CHUNK_SIZE) tiles[x][y] = t; } What's wrong with my code?

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  • FBO rendering different result between Glaxay S2 and S3

    - by BruceJones
    I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to framebuffer Draw texture A using fade shader on fullscreen quad Bind screen to framebuffer Draw texture B using normal textured quad shader Neither texture A or B are cleared at any point, this way the balls leave trails on screen, see below for the fade shader. Fade Shader private final String fragmentShaderCode = "precision highp float;" + "uniform sampler2D u_Texture;" + "varying vec2 v_TexCoordinate;" + "vec4 color;" + "void main(void)" + "{" + " color = texture2D(u_Texture, v_TexCoordinate);" + " color.a *= 0.8;" + " gl_FragColor = color;" + "}"; This works fine with the Samsung Galaxy S3/ Note2, but cause a strange effect doesnt work on Galaxy S2 or Note1. See pictures: Galaxy S3/Note2 Galaxy S3/Note2 Galaxy S2/Note Galaxy S2/Note Can anyone explain the difference?

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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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  • How can I locate the frames of a spritesheet PNG based on this PLIST data?

    - by kitsune
    Someone asked me to reskin a certain game. Now he only sent me the whole sprite PNG and PLIST files of the sprites. He instructed me to rename each sprite with the same name corresponding to each original sprite. The problem is, he gave me the whole sprite sheet instead of each individual sprite and the PLIST. Now yes, I can read the PNG filenames from the PLIST, but I cannot rename the reskin sprites I did because I'm not sure which sprite is boy_gun_3_3.png; there are multiple guns, I don't know which is which. Is there a way to extract individual accurately named individual PNG files from the single sprite sheet using the PLIST?

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • Shared Object Not saving the level Progress

    - by user3536228
    I am making a flash game in which i have a variable levelState that describes the current level in which user has entered I am using SharedObject to save the progress but it does not do so first i declred a clas level variable private var levelState:Number = 1; private var mySaveData:SharedObject = SharedObject.getLocal("levelSave"); in the Main function i am checking if it is a first run of the game like below if (mySaveData.data.levelsComplete == null) { mySaveData.data.levelsComplete = 1; } and in a function where the winning condition is checked so that levelState could be increased i am usin this sharedobject to hold the value of levelState if (/*winniing condition*/) levelState++; mySaveData.data.levelsComplete = levelState; mySaveData.flush(); setNewLevel(levelState); } but when i play the game clear a level and again run the game it does not start from that level it starts from beginning.

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • Point in Polygon, Ray Method: ending infinite line

    - by user2878528
    Having a bit of trouble with point in polygon collision detection using the ray method i.e. http://en.wikipedia.org/wiki/Point_in_polygon My problem is I need to give an end to the infinite line created. As with this infinite line I always get an even number of intersections and hence an invalid result. i.e. ignore or intersection to the right of the point being checked what I have what I want My current code based of Mecki awesome response for (int side = 0; side < vertices.Length; side++) { // Test if current side intersects with ray. // create infinite line // See: http://en.wikipedia.org/wiki/Linear_equation a = end_point.Y - start_point.Y; b = start_point.X - end_point.X; c = end_point.X * start_point.Y - start_point.X * end_point.Y; //insert points of vector d2 = a * vertices[side].Position.X + b * vertices[side].Position.Y + c; if (side - 1 < 0) d1 = a * vertices[vertices.Length - 1].Position.X + b * vertices[vertices.Length - 1].Position.Y + c; else d1 = a * vertices[side-1].Position.X + b * vertices[side-1].Position.Y + c; // If points have opposite sides, intersections++; if (d1 > 0 && d2 < 0 ) intersections++; if (d1 < 0 && d2 > 0 ) intersections++; } //if intersections odd inside = true if ((intersections % 2) == 1) inside = true; else inside = false;

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  • port opengl2.x to opengl 3.x

    - by user46759
    I'm trying to port opencloth example to OpenGL 3.x. I've mostly done it to the shaders but I'm not sure of this part : glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexPointer(4, GL_FLOAT, 0,0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glTexCoordPointer(2, GL_FLOAT,0, 0); glEnableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glNormalPointer(GL_FLOAT,sizeof(float)*4, 0); maybe glEnableVertexAttriArray somewhere ? any clue ? thanx edit : maybe something like that ? glEnableVertexAttribArray (2) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboTexID); glVertexAttribPointer (2, 2, GL_FLOAT, GL_FALSE, 0, 0) ; glEnableVertexAttribArray (3) ; // Ou glEnableVertexAttribArray (positionIndex) ; glBindBuffer(GL_ARRAY_BUFFER, vboNormID); glVertexAttribPointer (3, 4, GL_FLOAT, GL_FALSE, sizeof (float) * 4, 0) ;

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  • XNA- Texturing problem, exporting model

    - by user1806687
    How,can I disable coloring when texture is applied, because right now the texture is being colored over. foreach (BasicEffect effect in mesh.Effects) { effect.TextureEnabled = textureApplied; if(textureApplied) effect.Texture = Texture2D.FromStream(GraphicsDevice,System.IO.File.OpenRead(texturePath)); else { effect.DiffuseColor = ti.DiffuseColor; effect.EmissiveColor = ti.EmissiveColor; } ... } mesh.Draw(); Also, is there any easy way for xna to export models? Or do I have to write my own?

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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