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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 clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

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  • I am thinking about developing a game, but i am single developer? [on hold]

    - by Jake Doe
    Since very little i wanted to create a game, my place where my rules apply, where i am not limited. Now that i am capable of doing. I am asking myself should i start ? I have already the idea i have choosen the engine, only coding and artwork is required. The engine i have choose cost is quite high(50k), i can try throught a kickstarter campaign or indiegogo. But shouid I ? Please give me your opinion. Thank you :)

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Calculate vector direction

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

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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  • 3ds Max CAT to XNA

    - by user12214
    Has anyone successfully used the CAT bone system in 3ds Max and exported the file into XNA? If so, what was your method of doing so? There are a number of methods of doing this apparently, but the ones I've tried have not worked. I used the Panda Exporter which creates a .X file. This seems to be the latest way of going about this, but when it's loaded in XNA, there is an error saying something about the bone weights. This happens when I export with and without CAT bones.

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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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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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • Exporting UV coords from Blender

    - by Soapy
    So I have searched on google and various other websites but I've not found an answer. The only ones I did find did not work. So my question is how do I get UV coords from blender (2.63)? Currently I'm writing my own custom file exporter, and so far have managed to export vertices and their normals. Is there a way to export the UV coords? N.B. I'm currently try to figure it out using a simple cube that is unwrapped and has a texture applied to it.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • How do I prevent a KActor from changing the orientation of its Z-Axis?

    - by Almo
    So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that triggers the "Stay Upright Spring". The problem is, it's a spring, and the object in question oscillates into position when I want it to remain oriented properly without wobbling. In the image above, the yellow block has fallen onto the gray box, and it is currently pivoting about the contact point as it tries to right itself. Should I be tweaking the StayUprightMaxTorque and StayUprightTorqueFactor parameters, or should I be using a Constraint of some sort?

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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  • Odds For Fighting Game

    - by thinkfuture
    I'm creating a fighting game where two opponents face off against each other in the ring. While I've been able to figure out the odds of a player winning based on previous wins/losses, I have yet to find a formula which modifies those odds based on opponent. For example: Player 1: W:5 L:5 - 1/1 odds Player 2: W:5 L:0 - 1/5 odds I want to calculate the odds that Player 1 will wins against player 2. Compounding this the players could be of different levels: if the players are within a few levels of each other, the odds should map closely to wins/losses. However, as the levels diverge, the odds of the lower level player winning reduce. As a swag: Player 1 - W:5 L:5 - 1:1 odds Against a level 8 - 1:2 Against a level 9 - 2:3 Against a level 10 - 1:1 Against a level 11 - 3:2 Against a level 12 - 2:1 These are just estimates, my sense is that there is a math formula out there which will calculate that - can anyone out there point me to what this could be? Thanks...Chris

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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