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  • Video playback in games - formats & decoding

    - by snake5
    What free / non-restrictive open-source solutions (not GPL) are available for decoding game videos? The requirements are simple: a relatively easy to use C API encoded files must be quite small there must be an application that converts videos from any format (whatever codec is installed on Windows or equivalent amount of internally decoded formats) decoding has to happen fairly quickly bonus points go to file formats that are popular / actively supported and developed

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • Do you think that in the future it'll be possible to develop games on OS X by using Python and the latest library "Sprite kit" made by Apple? [on hold]

    - by Cesco
    I don't understand a lot about game engines and modules for Python, even though I'm aware of the existance of PyGame and Pyglets, so please don't bash me too hard if I'll wrote something wrong in this question :-) When I upgraded my Mac to the latest version of OS X, I noticed for the first time that Apple is providing a library named Sprite kit for developing games on both iOS and OS X. It looks to me fairly complete, and the fact is managed by a big company gives me the impression of being well-supported for the time being; in summary, it looks... cool. Actually in order to take advantage of "Sprite kit" you need to code in Obj-C. Since I don't know Obj-C but only a little bit of Python, do you think that there's a chance that sooner or later someone will make a wrapper for Python ? Thank you very much and best regards

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  • DirectCompute information

    - by N0xus
    I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute. From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed? I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen? Any information on this would be appreciated.

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  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Is it only possible to display 64k vertices on the monitor with 16bit?

    - by Aufziehvogel
    I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle to vertex). This means that I can only store 2^16 = 65536 vertices. Also I read on the internet that you should prefer 16-bit over 32-bit because not all hardware (like mine) does support 32-bit. Yet, I am wondering: Do really all game scenes get along with only so little vertices? I though already faces of people used a lot of polygons (which are made up of vertices?). It’s not relevant for me yet, but I am interested: Do game scenes use only 65536 vertices? Do you use some trade-off to display more (e.g. 64k in GPU buffer rest on RAM) Is there some method to get more into the GPU buffer? I already read on some other posts that there seems to be a limit of 64k per mesh too, so maybe you can compact stuff to meshes?

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  • How to use a mask texture with Kobold2D

    - by alex
    I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it with Kobold2D. There's 2 images with the same size: one is a low-res image for the background and the second is a hi-res over the first one. When the "reticle" mask moves, it reveals the second image inside the circle and the background is visible outside only. I googled with no success, saw some Ray Wenderlich projects they weren't helpful.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • How to make game menu Java

    - by Deathsbreed
    I've been searching all over for how to make a game menu, but I haven't found anything useful. I have a very simple Pong like game (source-code here), and I want to add a main menu to it. This wouldn't be too much of a problem if I was making a standalone with JFrame instead of an Applet, but I want this to be available on the web (not downloaded). I might have been able to do some of it myself, except for the fact that it would mean having a very heavy main class (in this case the GNP.java file). So I was thinking, is there a way to basically have a Java Applet and have it use a JFrame and how? and if not, what could I do? Thanks!

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  • World to Pixel Transformation

    - by D00d
    My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what I want. Now, I don't want to have to apply a transformation to each and every object's position when I draw them. As I happen to be using XNA, and spritebatch allows a Matrix to be passed in as an argument in it's begin method, I was wondering if there is a way to pass the World to Pixel transformation in there. Any suggestions? So far Matrix.CreateScale(new Vector3(zoom, zoom, 1)) puts the objects in their proper spot, but it also scales up the sprites. Is there a way to transform the position without enlarging the sprite? Thanks

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  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

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  • How to achieve 'forward' movement (into the screen) using Cocos2D?

    - by lemikegao
    I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world (left, right, up, down) via gyroscope control. I plan to only use 2D sprites and no 3D models. My first attempt was to increase the scale of layers to make it appear as if the player was moving toward the objects but I'm not sure how to make it seem as if the player is passing around the objects (instead of running into them). If there are extensions that I should take a look at (like Cocos3D), please let me know. Thanks for the help! Note: I've only created 2D games so was hoping to get guided into the right direction

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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