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  • Calculate vector direction

    - by Starkers
    Is the direction angle always measured from the plus x axis? Does a vector in the +,+ quadrant always have a direction between 0 and 90, and in -,+ between 90 and 180 and in -,- between 180 and 270 and in -,+ between 270 and 360 ? Also, how should we calculate the direction using tan? Would that mean nested if statements to find out what quadrant we're in, and then applying the appropriate "work arounds"? E.g. If we were in the -,+ (like in the diagram) would we find the angle from the + axis would be 90 + tan^-1(y/x), the 90 + only used because we're in the -,+ quadrant. Also, that's just a quick solution, may be off, I just want to know if we use nested if statements to get the angle from the + x axis. Finally, should we find the distance in degrees or radians?

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  • How can I model a pendulum blade?

    - by Micah Delane Bolen
    Like this one from Saw V: What primitive shape/s would you start out with? How would you transform the primitive shape/s to give it a nice, smooth, sharp blade on one side without distorting the entire object in a weird way? I tried starting out with a cylinder and then subtracting the top half using a duplicate cylinder and a difference modifier, but I ended up distorting the entire object when I tried to pull the "blade" edges together. I think I need to add lattices to smoothly "sharpen" the edge of the blade.

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  • How do you cope mentally with one very long piece of work

    - by Asher Einhorn
    This is my first games industry job and my task is to take out one major game component and put in a newer one. So far it's been 5 weeks, and I'm still just staring at errors. I think it could be months before it's at the point that it can compile. It's really getting me down. I'm just changing things over, I'm not really writing anything myself. it's just endless. I fix a thousand errors and nine thousand take their place. I'm sure this must be a common thing, so I was just wondering, how do you cope with this? It doesn't seem like I can break it down into little chunks at all.

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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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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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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

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

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • What do I need to Mod a Unreal Engine 3 game?

    - by RoadSideWarrior
    what I am looking for is some advise making a mod for a certain game and how I would go about making it. The game I am talking about is Blacklight: Retribution and what I wan't to know is; Is it possible? And if so, what programs will I need? It is an online only game so I was unsure how plausible a mod would be for it. Plus I have never made a video game before, but I do like the game and I wanted to do some things with it. Additionally, this will be my first time making anything video game related so I would appreciate any advise. To expand a bit, I plan to add something simple at first. A mod that would let you spectate another player in the first person. Then I plan do something a bit more complex where I want to make so the game optionally always records you playing (in short intervals most likely or you would run quickly out of memory). After all that is done I would add items, armor, weapons, and maybe make a map or not I am not sure but this in a shell what I hope to do. I don't know much about these things but I am reading anything I can get my hands on. So if this is overly ambitious or just plain out not a possibility any advise on what I should look to instead will be welcomed warmly. Thank you.

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Calculating Hit Accuracy score in a game

    - by N0xus
    I'm currently in the process of making a scoreboard for my game. One of things I would like to display is the players accuracy in the amount of hits they had in game. However, I have never done this before and I've no idea how to go about doing this. Is there a commonly used algorithm out there that can help me calculate this, or has someone found a way to calculate this fairly easily? Any help with this would be appreciated.

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • Find angle for projectile to meet target in parabolic arc

    - by TheBroodian
    I'm making a thing that launches projectiles in 2D. Its projectiles are fired with a set initial velocity, and are only affected by gravity. Assuming that its target is within range, and that there aren't any obstacles, how would my thing find the appropriate angle at which to launch its projectile (in radians)? The equation for this is found here: Wikipedia: Angle Required to Hit Coordinate Sadly, I'm not a physicist (a.k.a. can't read smart people math) and am having a hard time reading its breakdown. If not only for the sake of anybody else that might read this other than myself, would anybody be kind enough to break the equation down into baby words please?

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  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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