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  • Game enemy move towards player

    - by Chris
    I'm creating a game in c++ and OpenGL and want an enemy to move towards the player. I tried finding the length of the hypotenuse between the player and the enemy. how could i get the enemy to move down that line?

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  • Suggest a Game Idea for my 3D World

    - by mrlinx
    Been creating a 3D complete world in OpenGL. For now, it features navigation like Google Earth, making possible the zooming from outter space to meter like level. My question is: How do you suggest I make this a fun and interesting game? My initial tought was to have a kind of moon lander where the user simply navigated the lander around the world. Anything better to suggest?

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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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  • Fastest python/C++ multimedia library

    - by Matthew Mitchell
    I'm using pyglet for my OpenGL based game but is it the fastest library out there which has a python wrapper? I could create a C++ extension and use any C++ multimedia library. Are there any C++ libraries that are worth investing time into or is it not worth the extra work? Thank you.

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  • iPhone GLGravity example using quaternions

    - by Alexander Botov
    Hello, GLGravity iPhone example showing how to use accelerometer and OpenGL suffers from Gimbal Lock problem. I'm wondering is there any code available using quaternion rotation instead of Euler angles? Any help will be greatly appreciated, I'm struggling with this from a long time without having a success ...

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  • Implement a 3D paint application: how to start?

    - by NewB
    Hello, I want to implement a paint-like application, which will enable kids to create and work with 3 dimensional objects. How can I start? What is the right approach? WPF, OpenGL, or Direct3D? (I prefer C# solutions, but C++ is OK also). Thank you all in advance! --NewB

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  • T-Mobile G1 (MSM7200) GPU Memory

    - by Reflog
    Hello. I'm trying to find some information regarding the available GPU (for OpenGL) memory on the T-Mobile G1. This phone has a MSM7200 Qualcomm chip inside with ATI Imageon GPU. Unfortunately I am not able to dig any info regarding the specifics of GPU memory usage. How much memory is available in total for the textures? Is the memory shared with the CPU memory? Thanks in advance, Eli

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  • "Emulating" Application.Run using Application.DoEvents

    - by Luca
    I'm getting in trouble. I'm trying to emulate the call Application.Run using Application.DoEvents... this sounds bad, and then I accept also alternative solutions to my question... I have to handle a message pump like Application.Run does, but I need to execute code before and after the message handling. Here is the main significant snippet of code. // Create barrier (multiple kernels synchronization) sKernelBarrier = new KernelBarrier(sKernels.Count); foreach (RenderKernel k in sKernels) { // Create rendering contexts (one for each kernel) k.CreateRenderContext(); // Start render kernel kernels k.mThread = new Thread(RenderKernelMain); k.mThread.Start(k); } while (sKernelBarrier.KernelCount > 0) { // Wait untill all kernel loops has finished sKernelBarrier.WaitKernelBarrier(); // Do application events Application.DoEvents(); // Execute shared context services foreach (RenderKernelContextService s in sContextServices) s.Execute(sSharedContext); // Next kernel render loop sKernelBarrier.ReleaseKernelBarrier(); } This snippet of code is execute by the Main routine. Pratically I have a list of Kernel classes, which runs in separate threads, these threads handle a Form for rendering in OpenGL. I need to synchronize all the Kernel threads using a barrier, and this work perfectly. Of course, I need to handle Form messages in the main thread (Main routine), for every Form created, and indeed I call Application.DoEvents() to do the job. Now I have to modify the snippet above to have a common Form (simple dialog box) without consuming the 100% of CPU calling Application.DoEvents(), as Application.Run does. The goal should be to have the snippet above handle messages when arrives, and issue a rendering (releasing the barrier) only when necessary, without trying to get the maximum FPS; there should be the possibility to switch to a strict loop to render as much as possible. How could it be possible? Note: the snippet above must be executed in the Main routine, since the OpenGL context is created on the main thread. Moving the snippet in a separated thread and calling Application.Run is quite unstable and buggy...

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  • Disable Window Menu

    - by Jookia
    In my C OpenGL app the window style requires WS_SYSMENU to show the close and minimize buttons, but it also brings up a stupid menu everytime I press alt. How can I disable this?

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  • iPhone Human Interface Guidelines question

    - by Kyle
    iPhone Human Interface Guidelines -- Do they apply for OpenGL games? GL games typically have custom buttons, custom lists, etc. Take the Quake player list for example, if ported, it wouldnt be a typical UI list object. Does this mean the reviewer in question would reject anything that wasn't using standard UI? Or, is there an exception for games.

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  • How do I define and standardize units in my 3D app?

    - by Omega
    I'm starting to design my object graph for an OpenGL ES 1.1 on Android. What's advisable when it comes to actually drawing my triangles when it comes to controlling their size? Should I store all the vertices in units relative to each other and then multiply them by a value I pass during a draw(GL10 gl)? Would this approach have any impact when it comes time to do frustum culling?

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  • SwapBuffers calls itself

    - by user146780
    I'm making a Win32 application with OpenGL in the main window (not using GLUT). I have my drawing code in WM_PAINT right now when I call swapBuffers it must be invalidating itself because it is constantly rerendering and using lots of cpu resources. How can I make it only render when it honestly receives WM_PAINT like when using GDI? Thanks

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  • SwapBuffers causes redraw

    - by user146780
    I'm making a Win32 application with OpenGL in the main window (not using GLUT). I have my drawing code in WM_PAINT right now when I call swapBuffers it must be invalidating itself because it is constantly rerendering and using lots of cpu resources. How can I make it only render when it honestly receives WM_PAINT like when using GDI? Thanks

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  • When Should One Call glGetError ?

    - by Ngu Soon Hui
    glLoadIdentity says GL_INVALID_OPERATION is generated if glLoadIdentity is executed between the execution of glBegin and the corresponding execution of glEnd. But GL_INVALID_OPERATION is a flag returns by glGetError. My question is, when should we call glGetError ( in order to know whether we are calling opengl in correct sequence)?

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  • What language to use for developing a tiled map editor?

    - by Tamir
    Hello. I'm working on a 2D tiles-based games mixing 3D models, which I achieved using OpenGL and C++. I would like to know what language should I use for creating a map editor, it needs to be easy-to-use and with a form designer or something alike, and with an easily embedded rendering engine.

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • Does a hidden UIViewController consume any resources (iPhone)?

    - by MrDatabase
    My simple iPhone game has two basic "screens": home screen (UIViewController subclass) game screen (UIWindow w/ EAGLLayer where all the OpenGL drawing happens) Currently when the user taps "Play" on the homescreen the UIViewController is just hidden and the game screen is revealed. When the game is over the homescreen UIViewController is unhidden. Does the hidden UIViewController consume any resources when it's hidden?

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  • Hi Quality texturing.

    - by Tigran
    Hi all. I'm completely new in Open GL, so have a question. I need to apply hi quality texturing on the surface rendered via triangles . But on zooming i continue see the triangle's under the skin, it's not smooth. I use OpenGL built-in minMapping. So I wonder (lookig at other products) do i need to implement my own mipMapping algorithm or I'm doing something wrong ? This is what I want , more ore less, like a quality:

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