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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • One-way platforms in UDK

    - by Jordaan Mylonas
    I'm looking to make a multi-player platforming game using UDK. I'm currently doing feasibility research, to make sure I will reasonably be able to do all of the technical things I want to do. The first major hurdle I've come across without being able to find as answer, are one-way platforms. That is to say, platforms through which a player can jump up, but not fall through (unless they choose to). These are commonly seen in games like Mario, Kirby and Smash Bros. Does anyone know how such a system would work within UDK? I can think of solutions that might work for single-player, but not multi.

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  • Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?

    - by Niriel
    I use the bullet physics engine through Panda3d. My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes. I expect walls to block the player, and I expect the player to slide along the walls in case of non-normal incidence. What I get is what I expect, with one difference: there is some jitter. If I try to force myself into the wall, then I see the frames blinking quickly between two positions. These differ by about 0.04 units of distance, which corresponds to 4 cm in my game. I noticed a 4 cm elsewhere: the bottom of my player capsule is 4 cm below ground, when at rest. Does that mean that there is somewhere in the Bullet engine a default 0.04-units-long tolerance to differentiate contact from collision? If so, what should I do ? Should I change the scale of my game so that these 0.04 units correspond to 0.4 cm, making the jitter ten times smaller? Or can I ask bullet to change its tolerance to a smaller value? Edit This is the jitter I get: 6.155 - 6.118 = 0.036 LPoint3f(0, 6.11694, 0.835) LPoint3f(0, 6.15499, 0.835) LPoint3f(0, 6.11802, 0.835) LPoint3f(0, 6.15545, 0.835) LPoint3f(0, 6.11817, 0.835) LPoint3f(0, 6.15726, 0.835) LPoint3f(0, 6.11876, 0.835) LPoint3f(0, 6.15911, 0.835) LPoint3f(0, 6.11937, 0.835) I found a setMargin method. I set it to 5 mm both on the BoxShape for the walls and on the Capsule shape for the player. It still jitters by about 35 mm as illustrated by this log (11.117 - 11.082 = 0.035): LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1169, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1175, 0.905) LPoint3f(0, 11.0822, 0.905) LPoint3f(0, 11.1178, 0.905) LPoint3f(0, 11.0823, 0.905) LPoint3f(0, 11.1183, 0.905) The margin on the capsule did change my penetration with the floor though, I'm a bit higher (0.905 instead of 0.835). However, it did not change anything when colliding with the walls. How can I make the collisions against the walls less jittery? Edit, the day after: After more investigation, it appears that dynamic objects behave well. My problem comes from the btKinematicCharacterController that I use for moving my character; that stuff is totally bugged, according to the whole Internet :/.

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  • Car brands and models licensing

    - by Ju-v
    We are small team which working on car racing game but we don't know about licensing process for branded cars like Nissan, Lamborghini, Chevrolet and etc. Do we need to buy any licence for using real car brand names, models, logos,... or we can use them for free? Second option we think about using not real brand with real models is it possible? If someone have experience with that, fell free to share it. Any information about that is welcome.

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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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  • Optimal way to learn DirectX?

    - by BluePhase
    I am finding it very difficult to learn DirectX 11. The MSDN website is just full of unorganized information that doesn't seem to help at all. I am particularly looking for something that explains many if not all aspects of developing with DirectX 11. I have been searching for weeks and still come up empty. I have found some books but they don't really explain the fundamentals of the language at all. Thanks in advanced.

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  • object detection in bitmmap javacanvas

    - by user1538127
    i want to detect clicks on canvas elements which are drawn using paths. so far i have think of to store elements path in javascript data structure and then check the cordinates of hits which matches the elements cordinates. i belive there is algorithm already for thins kind o cordinate search. rendering each of element path and checking the hits would be inefficient when elements number is larger. can anyone point on me that?

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  • Cocos2D: Upgrading from OpenGL ES 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • How to reference or connect a variable to another class without stack overflow?

    - by SystemNetworks
    I really need to re-arrange all my functions. I created a class. All my var, booleans, int, doubles and other things. I created every new variable so they can reference it and so they don't have an error. If your asking why I never just reference my main class vars to my sub-class becuase it will give me stack overflow! When in my main class i link my sub-class. subClass s = new subClass(); Then I reference my fake variable to my real variable for example: This is my sub-class variable(I call it fake) public int x = 0; In my main class, I put it like this: s.x = x; The problem is, it does not work! Maybe this is not the right place but I cant ask any questions on stack overflow because they banned me. If I connect my main class and connect my sub-class it will give me stack overflow. How do I stop it?

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be .png, .jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan B (actually, I'm probably on plan 'E' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the API. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via JNI (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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