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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • How can I support the creation and rendering of both interior and exterior environments?

    - by Nick
    Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) to my game? I'm interested both in how I should fit the interiors into my content creation process (for example, I thought about leaving holes in the terrain mesh into which I can "paste" the interior dungeon mesh at runtime) and how to render them (it seems like I'd want a different rendering flow other than a blended texture rendering phase that terrain uses).

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  • Collision in PyGame for spinning rectangular object.touching circles

    - by OverAchiever
    I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision handling I've worked with was using simple math (I wasn't using the collision "feature" in PyGame). The game is contained within a 2-dimensional continuous space. The idea is that the rectangular structure will spin at different speed depending on how far from the center you touch it with the circle. Also, any extremity of the rectangular structure should be able to touch any extremity of the circle. So I need to keep track of where it has been touched on both the circle and the rectangle to figure out the direction it will be bounced to. I intend to have basically 8 possible directions (Up, down, left, right and the half points between each one of those). I can work out the calculation of how the objected will be dislocated once I get the direction it will be dislocated to based on where it has been touch. I also need to keep track of where it has been touched to decide if the rectangular structure will spin clockwise or counter-clockwise after it collided. Before I started coding, I read the resources available at the PyGame website on the collision class they have (And its respective functions). I tried to work out the logic of what I was trying to achieve based on those resources and how the game will function. The only thing I could figure out that I could do was to make each one of these objects as a group of rectangular objects, and depending on which rectangle was touched the other would behave accordingly and give the illusion it is a single object. However, not only I don't know if this will work, but I also don't know if it is gonna look convincing based on how PyGame redraws the objects. Is there a way I can use PyGame to handle these collision detections by still having a single object? Can I figure out the point of collision on both objects using functions within PyGame precisely enough to achieve what I'm looking for? P.s: I hope the question was specific and clear enough. I apologize if there were any grammar mistakes, English is not my native language.

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  • Designing a game - Where to start?

    - by OghmaOsiris
    A friend of mine and I are planning a game together to work on in our free time. It's not an extensive game, but it's not a simple one either. He's working on the story behind the game while I'm working on the graphics and code. I don't really know where to start with the game. We know what the basic type of game it's going to be and how it would be played, but I'm having a hard time of actually knowing where to begin. I have Xcode open but I don't really even know what I should be designing first. What is some advice for this writer's block? Where is a good place to start with a game? Should I design all the graphics and layout before even touching Xcode? Should I program the things I know I'll have difficulty with first before getting to the easy stuff?

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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • What algorithms can I use for bullet movement toward the enemy?

    - by theateist
    I develop 2D strategy game(probably for Android). There are weapons that shooting on enemies. From what I've read in this, this, this and this post I think that I need Linear algebra, but I don't really understand what algorithm I should use so the bullet will go to the target? Do I nee pathfinder, why? Can you please suggest what algorithms and/or books I can use for bullet movement toward the enemy?

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • Is it possible to construct a cube with less than 24 vertices

    - by Telanor
    I have a cube-based world like minecraft and I'm wondering if there's a way to construct a cube with less than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new dx11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Are there any Java based libraries that provide game mapping features?

    - by James.Elsey
    Hi All, I'm working on a Java web based game in my spare time (springMVC / JSPs etc), and I'm wondering what are my options for dealing with the "game world" or mapping element. My game will be 2d / text based, so I have no need for any OpenGL / Flash etc. My initial idea was to use Google maps and provide a custom overlay, but I want to know if there are any alternatives? For example, if I create a 2d map with all my zones, are there any libraries that will help me plot players, work out distances and so forth? Regards

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  • SFML: Monster following player on a straight line

    - by user3504658
    I've searched for this and found a few topics , usually they used a function normalize and using simple vector subtracting which is ok , but how should I do it in sfml ? Instead of using: Movement = p.position() - m.position(); p is the player and m is the monster I used something like this to move on a straight line: sf::Vector2f Tail(0,0); if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) >= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.x = mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x; } else if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) <= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.y = mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y; } if(!MonsterCollosion()) mMonster.Move(Tail * (TimePerFrame.asSeconds() * 1/2 ) ); It works ok if the the height = the width for the game window, although I think it's not the best looking game when it comes to a moving monster, since it starts fast and then it gets slower so what do you guys advise me to do ?

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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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  • 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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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • Using one data source across multiple views in Kendo UI SPA

    - by user3731783
    I am trying to build a Kendo UI SPA. I have two views. View 1 (appListView) shows Application Details in a grid and view 2 (activityView) will have a dropdown for application names and a grid that shows the activity for selected application As I am loading all the application details on the loading of view 1, I would like to re-use those details to populate the dropdown on view 2. Please see my code below. Everything works fine but when I go to View 2 it makes a call to the service again to get application details. I would like to use the existing data if it is already loaded and if the uses comes to view 2 directly then it should get application data also. I am not sure what I am missing in the code. View Markup: <script id="appListView" type="text/x-kendo-template"> <h3 data-bind="html: displayName"></h3> <div data-role="grid" data-editable="{'mode':'popup'}" data-bind="source: items" data-columns="[ {'field': 'Name'}, {'field': 'ContactEmail','title':'Contact Email'} ]"> </div> </script> <script id="" type="text\x-kendo-template"> <div> Activity for Application&nbsp;&nbsp; <input name="AppName" data-role="dropdownlist" data-source="appsModel.items" data-text-field="Name" data-value-field="Id" data-option-label="Choose an application name" style="width:250px;" /> </div> <div id="Activities" data-role="grid" data-bind="source: items" data-auto-bind="false" data-columns="[ {'field': 'Domain','title':'Domain'}, {'field': 'ActivityType','title':'Activity Type'} ]"> </div> </script> js with DataSource and View Model: //data sources var applications = new kendo.data.DataSource({ schema: { model: { id: "Id" } }, serverFiltering : true, transport: { read: { url: '/api/App', dataType: 'json', type:'GET' } } }); var activities = new kendo.data.DataSource({ schema: { model: { id: "Id" } }, transport: { read: { url: '/api/Activity', dataType: 'json', type: 'GET' }, parameterMap: function (data, type) { if (type == "read") { return 'appId=' + $("#AppName").val() ; } } } }); //Models var appsModel = kendo.observable({ items: applications, displayName: 'My Applications' }); var activityModel = kendo.observable({ items: activities, onAppChange: function(t){ $("#Activities").data("kendoGrid").dataSource.read(); }, dispayName: 'Application Activities' }); //views var layout = new kendo.Layout("layout-template"); var appListView = new kendo.View("appListView", { model: appsModel }); var activityView = new kendo.View("activityView", { model: activityModel }); Thank you for taking time to read this long question.

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  • Confusion about Rotation matrices from Euler Angles

    - by xEnOn
    I am trying to learn more about Euler Angles so as to help myself in understanding how I can control my camera better in the game. I came across the following formula that converts Euler Angles to rotation matrices: In the equation, I could see that the first matrix from the left is the rotation matrix about x-axis, the second is about y-axis and the third is about z-axis. From my understanding about ordinary matrix transformations, the later transformation is always applied to the right hand side. And if I'm right about this, then the above equation should have a rotation order starting from rotating about z-axis, y-axis, then finally x-axis. But, from the symbols it seems that the rotation order start rotating about x-axis, then y-axis, then finally z-axis. What should the actual order of the rotation be? Also, I am confuse about if the input vector, in this case, would be a row vector on the left, or a column vector on the right?

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • How to detect whether an Object came to sleep at a specific position?

    - by Nils Riedemann
    I'm currently writing a small game with box2dweb and I need some direction for this: I'm throwing a Box and have to hit a specific place and trigger an event when the object that's been thrown isn't moving anymore, "fell asleep" so to say. What's the proper way / best practice for this? I'm currently thinking of asking the b2World whether an Object is within a specific AABB and then wait a few seconds, check if it's still there and then trigger the event. But this seems to me like the roundabout way and the object might still be moving inside of that AABB and eventually even drop out of the AABB.

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  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

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