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  • Simulate 'Shock absorbtion' with tire rubber in PhysX (2.8.x)

    - by Mungoid
    This is a kinda tricky question and I fear there is no easy enough solution, but I figured I'd hit SE up before giving up on it and just doing what I can. A machine I am working on has no suspension or shocks or springs of any sort in the real machine, so you would think that when it drives over bumps, it would shake like crazy but because its tires (6 of them) are quite large they seem to absorb a lot of shock from the bumps. Part of this is because the machine is around 30k lbs and it just smashes/compresses any bumps in the ground down (This is another issue im still working on) and the other part is that the tires seem to have a lot of flex to them with a lot of air as well. So my current task is to simulate shock absorption in physx without visibly separating the tires from the spindle/axle.. I have been messing with all kinds of NxMaterial, NxSpring, Joints, etc. and have had no luck getting this to work. The main problem is that the spindle attached to the tire is directly in the center and the axle is basically solidly attached to the chassis, so if i give it any spring or suspension travel, that spindle on the tires will move upwards or downwards, looking very odd because now its not any longer in the center of the tire. I tried giving it a higher restitution but that just makes it bouncy without any shock absorption. Another avenue I am messing with is to actively smooth the terrain in front of the tires so that before it hits a bumpy patch, that patch is smoothed and it doesn't bounce. The only issue with this is that it is pretty expensive to do with 6 tires, high tesselation of the terrain and other complex things going on at the same time in this simulation. I am still working on this but I am hoping to mix and match a few different aspects to get the best possible outcome. This is a bit of a complex issue so I'm not expecting anyone to have a definitive answer, just hoping someone may think of something I haven't =-) -Side note: Yes i know PhysX 2.8.x is quite outdated but we have to stick with it for this implementation. We are in the process of going to another physics engine but it is out of scope to apply that engine to this project.

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Change the shape of body dynamically

    - by user45491
    I have a problem where i have a ballon which i need to continuously inflate and defalte in update method, I have tried to used setScaleCenter but it is not giving desired result. Below is a code i am trying to make work scale += (float) ((dist-lastDist)/lastDist); Log.d("pinch","scale is "+scale); Log.d("pinch","change in scale is "+(float) ((lastDist-dist)/lastDist)); player.setScaleCenter(scale, scale); player.setScale(scale);

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • State machine interpreters

    - by saadtaame
    I wrote my own state machine tool in C and at this point I'm faced with two choices for specifying state machines. Crafting a little language and writing a interpreter. Writing a compiler for that language. I know the advantages/disadvantages of each. I'd like to know what choices game programmers have made for their games. If you've used a state machine in your game in any form, I'd be interested in knowing how you did it.

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  • Is there a repository of game logic algorithms?

    - by New2This
    I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement some more sophisticated flanking and other tactics, and (as expected) it's pretty tricky. This is a topic I know nothing about. I'm going to keep trying, but it'd be awesome to have some examples or tips to work off of. Is there any place that has a decent set of pseudocode AI algorithms, or tips or advice on the subject, e.g. for 2D tracking?

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • Cross-platform builds with OGRE3D via CMake. Any tips?

    - by frarees
    I've been trying to compile a simple project for both OSX and Windows platforms, using OGRE3D, but I've got some problems on the way. I'm using CMake to create my platform specific project files (VS solution & Xcode project). Some problems I found are: OGRE3D source is distributed in 2 flavors, Windows sources and UNIX/OSX sources. In OSX, compiling dependencies (freetype, FreeImage and specially OIS) is such a pain. I don't know how to handle precompiled dependencies (they exist for both Win & Mac). May sound like a noob question, but I would appreciate some tips on this. Resources, forum posts, anything. There exists any "cross-platform base project for OGRE3D" on the net? Would be really helpful if someone who already managed to do this can bring some light. Btw, I'm not basing the project on OGRE3D, it's just that is the biggest library I'm probably using, so I depend a lot on it. Thanks in advantage!

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • Parsing glGetShaderInfoLog() to get error info. Is this reliable, or is there a better way?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information different to how it's formatted in the error string, and also show the line in error. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for "ERROR:" then read the next number up to : and then the next, and then the error description up to the next newline. But the OpenGL docs say "Application developers should not expect different OpenGL implementations to produce identical information logs." Which makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this? Thanks!

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Building an instance system.

    - by Kyle C
    I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, where instances == dungeons/raids/etc). Areas that are separated from players other than those in your group, but have specific logic to them. Specifically how can you reuse your existing code base and not have a bunch of checks everywhere ? if (isInstance) do x; else do y; I don't know if this will make too much of a difference on any answers, but we're using a pretty classic "Object as pure aggregation" component system for our entities.

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  • How can I extract a list of Minecraft items and recipes?

    - by Sean
    I'm designing a robust system for resolving item dependencies in Minecraft and to do so, I need to maintain a database of items and recipes. Right now, this database has to be hand-crafted (no pun intended); I would like to know if it is possible to somehow query the Minecraft jars (or perhaps more realistically, grep through them) to extract this data automatically. How can this be done? The project is currently in Python, but it can still be ported to Java without much fuss at this stage. (For the curious.)

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • How to create a script for moving a 3rd person controller in an iOS device by using Javascript in Unity3D?

    - by user36563
    I've a code but I'm not sure about the steps, so what I should do after the script? pragma strict public var horizontalSpeed : float = 1.0; public var verticalSpeed : float = 1.0; private var h : float = 0.0; private var v : float = 0.0; private var lastPos : Vector3 = Vector3.zero; function Update() { if UNITY_EDITOR if ( Input.GetMouseButtonDown(0) ) { lastPos = Input.mousePosition; } else if ( Input.GetMouseButton(0) ) { var delta = Input.mousePosition - lastPos; h = horizontalSpeed * delta.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * delta.y ; transform.position += transform.forward * v * Time.deltaTime; lastPos = Input.mousePosition; } else if (Input.touchCount == 1) { var touch : Touch = Input.GetTouch(0); if (touch.phase == TouchPhase.Moved) { h = horizontalSpeed * touch.deltaPosition.x ; transform.Rotate( 0, -h, 0, Space.World ); v = verticalSpeed * touch.deltaPosition.y ; transform.position += transform.forward * v * Time.deltaTime; } } endif }

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Thread count in Java game

    - by Taylor Hill
    I'm just curious as to what a reasonable number of threads is for a simple 2D mmo in Java. Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is because I use a blocking method on the input stream, and a workaround seems unnecessarily complex if I were to try to get around it without adding threads. This is mostly for my own edification; I don't expect to have 5 million people playing it ever, or even 5, but I'm wondering what a good scalable solution is, and if this is reasonable for a small server (<30 connections).

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Restricted pathfinding Area

    - by SubZeron
    So i'm triying to create a little "XCOM : Enemy Unknown" like game ,and using the Aron Granberg's Pathfinding-Tool (free version) to handle the "click to move part. i want to add a little trap system where the hero get stuck inside an area, so he will have only the possibility to move inside this trapped area, so far everything is fine however when i click outside the trapped area, the hero try to reach the destination even though the wall will prevents him from reaching it. so my question is, is there any way to restrict the area where the pathfinding system work to the trapped area dynamically. and wich Graph Type is recommended to use in this situation or this kind of Games (Grid Graph/Navmesh Graph/Point Graph). Thank you. image link for explanation : https://dl.dropbox.com/u/77993668/exemple.jpg

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  • Making a Living Developing Games

    - by cable729
    I'm in my last year of high school, and I've been looking at colleges. I'm taking a C++ class at a local community college and I don't feel that it's worth it. I could have learned everything in that class in a week. This had me thinking, would a CS degree even be worth it? How much can it teach me if I can learn everything on my own? Even if I do need to learn more advanced subjects, many colleges put their material online AND I can buy a book. Will companies hire me if I don't have a CS degree? If I have a portfolio will I stand a chance? What kind of things are needed in the portfolio? I want to live doing what I love - programming. So I will do it. I'm just not sure that a CS degree will do anything to me. In addition, if there is a benefit to getting a CS degree, what places are the best?

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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