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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • Pseudo-magnet implementation with chipmunk

    - by Eimantas
    How should I go about implementing "natural" magnet on a certain body in chipmunk space? Context is of simple bodies lying in the space (think chessboard). When one of the figures is activated as a magnet - others should start moving towards it. Currently I'm applying force (cpBodyApplyForce)to the other figures with vector calculated towards the activated figure. However this doesn't really feel "natural". Are there any known algorithms for imitating magnets?

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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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  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • Random enemy placement on a 2d grid

    - by Robb
    I want to place my items and enemies randomly (or as randomly as possible). At the moment I use XNA's Random class to generate a number between 800 for X and 600 for Y. It feels like enemies spawn more towards the top of the map than in the middle or bottom. I do not seed the generator, maybe that is something to consider. Are there other techniques described that can improve random enemy placement on a 2d grid?

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • What library should I use for 2D Geometry? [closed]

    - by Luka
    I've been working on a 2D game in java, but found that java just didn't cut it for me and had forced me to a lot of bad design choices, so I've decided to port all my work to c++. The main reason I've decided change to c++ is that i had reached a point where i had 3 geometry libraries (the native, one from the game engine and one to handle "complex" polygons), none of witch worked very well together and i couldn't keep track of them. I'm new to c++, but i know all the basics. My question is, what would be a good geometry library to use, ideally it should be able to handle integer and decimal data types, have point, line, and polygon classes witch are able to check for intersection and contains. Thanks in advance, Luka

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  • How can I protect my save data from casual hacking?

    - by Danran
    What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned about storing simple information such as Which levels are and are not unlocked The user's score for each level I'm curious again to know what's out there to use, any good libraries to use that give me nice, secure game data files that the average player can't mess with. I just found this here which looks very nice, but it would be great to get some opinions on potential other libraries/options out there.

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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 my first-person character in Unity to move to a ledge with an animation?

    - by BallzOfSteel
    I'm trying to get this to happen: The character walks up to a large crate, the player presses a button, and an animation starts playing where the character climbs up on to the crate. (all in first person view). So far I tried this with normal "First Person Controller" Prefab in Unity. My code so far: function OnTriggerStay(other : Collider){ if(other.tag == "GrabZone"){ if(Input.GetKeyDown("e")){ animation.Play("JumpToLedge"); } } } However when i use this on The FPC it will always play from the position the animation is created on. I also tried to create an empty game object, placing the FPC in there. Gives same effect. I also tried just animating the graphics of the FPC alone. This seems to work but since the Character Controller itself is not animated that stays onthe ground. So the whole FPC wont work anymore. Is there anyway i could let this animation play on the local position the player is on at that time? Or can you think of any other logical solution for a grab and climb?

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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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  • Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

    - by Arthur Wulf White
    Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the path(I will be using Dijkstra). The question is, how do I take preventative action in the code to stop the two from colliding with one another? case2: Characters a and b start from the same point in different times. Character b starts later and is the faster of the two. How do I make character b walk around character a without going through it? case3:Lets say we have m such characters in each side and there is sufficient room to pass through without the characters overlapping with one another. How do I stop the two groups of characters from "walking on top of one another" and allow them pass around one another in a natural organic way. A correct answer would be any algorithm, that given the path to the destination and a list of mobile objects that block the path, finds an alternative path or stops without stopping all units when there is sufficient room to traverse.

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  • Problem with Update(GameTime) Methods and Pause implementation

    - by Adam
    I have the pause function implemented and it works correctly in that it dims the player screen and stops updating the gameplay. The problem is that GameTime continues to increase while it is paused, so my method that checks gameTime versus previousSpawnTime before spawning another enemy gets messed up and if the game is paused too long it is noticeable that the next enemy draws far too early. Here is my code for the enemy update. private void UpdateEnemies(GameTime gameTime) { // Spawn a new enemy every 1.5 seconds if (gameTime.TotalGameTime - previousSpawnTime > enemySpawnTime) { previousSpawnTime = gameTime.TotalGameTime; // Add an Enemy AddEnemy(); } ... I also have other methods that depend on gameTime. I've tried getting the total pause time and subtracting that from the total game time, but I can't seem to get it to work correctly if that is the way I should go about solving this. If you need to see any other code let me know. Thank you.

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  • How do I optimize searching for the nearest point?

    - by Rootosaurus
    For a little project of mine I'm trying to implement a space colonization algorithm in order to grow trees. The current implementation of this algorithm works fine. But I have to optimize the whole thing in order to make it generate faster. I work with 1 to 300K of random attraction points to generate one tree, and it takes a lot of time to compute and compare distances between attraction points and tree node in order to keep only the closest treenode for an attraction point. So I was wondering if some solutions exist (I know they must exist) in order to avoid the time loss looping on each tree node for each attraction point to find the closest... and so on until the tree is finished.

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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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  • How can I write data to a file that users can't easily edit?

    - by ThePlan
    While working on game saving and loading I figured I could just write all the variable values to a file and then load that file from it's default location anytime. However from the very beginning it sounded like an odd job. I know about serialization and boost, but that seems so complicated, I figured I'd keep it simple, but I've ran across this huge issue: No matter what file I can write with C++, the user can get their hands on it, they can edit their position, they can remove a boss, or add new weapons for themselves. My question here is: How can I create a file in C++ which cannot be editted or openned with a text editor such as Notepad (I'm not trying to make a file which is impossible to open, but a file which will give the user a headache if he tries to edit it through usual methods.)

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  • Best way to solve tile drawing in 2D side scroller?

    - by TheCompBoy
    What i still can't figure out is which would be the more sane way / easier and faster way to draw the map on the screen.. I mean i will use many tiles for my maps in my side scroller.. But problem is should i make the maps in whole images like one .png file for each map (Example) or should i draw the tiles by code like a for loop in c++.. Which way is most recomended or where can i read about which way is the best.

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  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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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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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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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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