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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • New features for Expression Blend 4 Release Candidate

    - by kaleidoscope
    With Microsoft Expression Blend 4, you can create websites and applications based on Microsoft Silverlight 3 and Microsoft Silverlight 4, and desktop applications based on Windows Presentation Foundation (WPF) 3.5 with Service Pack 1 (SP1) and WPF4. Expression Blend provides new support for prototyping, interactivity through behaviors, special Silverlight functionality, and on-the-fly sample data generation. Expression Blend includes new behaviors that are quickly and easily configured Expression Blend offers new sample data, behaviors, and features of project templates to support the Model-View-ViewModel (MVVM) pattern The MVVM pattern is a way to structure a Silverlight or WPF application so that user interface (UI) objects are as decoupled as possible from the application's data and behavior. This makes it easier for design tasks and development tasks to be performed independently and without breaking each other. Essentially, your UI is the View. You bind objects in the View to properties and commands of the ViewModel, and the View can also call methods on the ViewModel. Compatible with Silverlight 3 and WPF 3.5 with Service Pack 1 (SP1) Interoperate able with Visual Studio. Included New Shapes: The Assets panel in Expression Blend contains a new Shapes category, including presets for the easy creation of arcs, arrows, callouts, and polygons. New Controls: Expression Blend has tooling support for the RichTextBox control in Silverlight. XAML cleanliness :Expression Blend generates less XAML with respect to animations and animation-related properties. MVVM project template: Expression Blend includes a new project template that offers a basic starting point for Model-View-ViewModel pattern applications. Run project with CTRL+F5:To improve consistency with Visual Studio, you can now invoke the Run Project command by pressing either CTRL+F5 or F5 Technorati Tags: Rituraj,Features of Expression Blend4 RC

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • OpenGL profiling with AMD PerfStudio 2

    - by Aurus
    I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose FPS for nothing so I keep looking for more improvements. The first thing I noticed is the "huge" time where no calls are made before SwapBuffer (the black one). Well I know that OpenGL works asynchronous so SwapBuffer has to wait until everything is done. But shouldn't PerfStudio mark this time also as black ? Correct me If I am wrong. The second thing I noticed is that some glUniform2f calls just take longer (the brown ones). I mean they should all upload 2floats to the GPU how can the time be so different from call to call. The program isn't even changed or something like that. I also tried to look at other programs like gDebugger or CodeXL but they often crashed and they show less statistics (only # of calls or redundant calls etc.) EDIT: I also realized that the draw calls also have different durations, which was obvious for me but sometimes drawing more vertices is faster than drawing less vertices.

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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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  • Wrong faces culled in OpenGL when drawing a rectangular prism

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • Pathfinding with MicroPather : costs calculations with sectors and portals

    - by Adan
    Hello, I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute costs with this library in this context. Just to be more clear about geometrical shapes I'm using : sectors are basically convex polygons, and portals are segments that lies on sector's edge. Micropather exposes a pure virtual Graph class that you must inherate and overrides 3 functions. I understand how pathfinding works, so there's no problem in overriding those functions. Right now, my implementation give me results, i.e I'm able to find a path in my map, but I'm not sure I'm using an optimal solution. For the AdjacentCost method : I just take the distance between sector's centers as the cost. I think a better solution should be to use the portal between the two sectors, compute its center, and then the cost should be : distance( sector A center, portal center ) + distance ( sector B center, portal center ). I'm pretty sure the approximation I'm using with just sector's center is enough for most cases, but maybe with thin and long sectors that are perpendicular, this approximation could mislead the A* algorithm. For the LeastCostEstimate method : I just take the midpoint of the two sectors. So, as you understand, I'm always working with sectors' centers, and it's working fine. And I'm pretty sure there's a better way to work. Any suggestions or feedbacks? Thanks in advance!

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  • Black or White Border/Shadow around PNGs in SDL/OPENGL

    - by Dylan
    having the same issue as this: Why do my sprites have a dark shadow/line/frame surrounding the texture? however, when I do the fix suggested there (changing GL_SRC_ALPHA to GL_ONE) it just replaces the black border with a white border on the images, and messes with my background color and some polygons I'm drawing (not all of them weirdly) by making them much lighter... any ideas? heres some of my relevant code. init: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glAlphaFunc(GL_GREATER, 0.01); glEnable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); when each texture is loaded: glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, surface->w, surface->h, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

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  • Fastest approach to 3D animation

    - by HappyFerret
    I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less than a day to animate and bind everything together. However, that's exactly my problem. I was under the naive impression that everything would be easier if I went with pre-rendered 3D models. However, I didn't consider the most difficult part. Animation. After having spent over an hour trying to figure out messiahStudio, I figured it's time to ask for outside help. Is there any easier solution to 3D animation than 3D rigging? What I'm basically looking for is some sort of tool that allows me to simply grab and move/deform select polygons. It doesn't have to be as life-like and accurate as rigging, just efficient enough. Were the circumstances any different, I might just learn how to rig. But that's sorely out of scope right now. PS:The models were created in Sculptris but are fairly low-poly.

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  • Display Image over map layer in GeoServer

    - by iririr
    Hi I am newbie when it comes to GeoServer and trying to figure out if there is an easy way to display images on top of map layer. A background: In my application, based on a search criteria, some polygons are drawn on the map. Each polygon has a corresponding image (in TIFF format) that is stored somewhere. I want to load the image on top of the map when the user zooms in to a certain zoom level. I know this can be done using openLayers but since my images are in TIFF format, (openLayers is not able to render TIFF images as far as i know) i have to convert them to .PNG first which would be very slow considering the number of images i have. Hence I was wondering whether it would be possible to create a image layer that would retrieve an image of a certain polygon at a certain zoom level. If so, could anyone point me to an example or give me an idea on whether this is possible. I am using spring 2.5, tomcat 5, java 1.6 and geoserver 2.0 Thanks.

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  • Finding the centeroid of a polygon?

    - by user146780
    I have tried: for each vertex, add to total, divide by number of verities to get center. I'v also tried: Find the topmost, bottommost - get midpoint... find leftmost, rightmost, find midpoint. Both of these did not return the perfect center because I'm relying on the center to scale a polygon. I want to scale my polygons so I may put a border around them. What is the best way to find the centroid of a polygon given that the polygon may be concave, convex and have many many sides of various lengths. Thanks

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  • Polygon triangulation

    - by Saurabh
    Hey, I am working on nesting of sheet metal parts and am implementing Minkowski Sums to find No Fit Polygons for nesting. The problem is I can give only convex sets as input to the code which calculates Minkowski sums for me. Hence I need to break a concave polygon, with holes into Convex sets. I am open to triangulation also, but I am looking for a working code on VC++ (6.0). I am slightly running short on time as my whole code is ready and just waiting for input in the form of convex sets. I would really appreciate if somebody with prior experience can help me in this. I have gone through other posts but did not find anything matching to this. I am a student of mechanical engineering and really dun have much idea about computer languages. All I can handle is compiling a code on VC++ and incorporate it with my existing code. Looking forward to responses!! Thanks Warm regards Saurabh India

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  • Draw polygon using mouse on google maps

    - by Kunal
    I need to draw polygon using mouse and mark a particular area on google maps. The purpose is to mark an area on google maps and then showing hotels and attractions on that area. The user will mark the hotels on google map while creating them so the db will have their latitude and longitudes. How can I draw the polygon and fill it with a color as background to mark the area in Google Maps? I have read the API Manual “how to draw polygons?” basically you would need to mark multiple points and then combine them into a polygon. But I will need to do this using mouse drag, just like drawing a shape. Kindly help me out how to achieve this. Thanks in advance.

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  • Huge dataset point in polygon in .net (collision detection)

    - by Rickard Liljeberg
    I have a pretty big mesh with polygons, usually triangles but sometimes rectangles. Each point in my mesh has a value (value has nothing to do with coordinates). Now I am creating a second mesh in the same coordinate-space as the old mesh. I now want to interpolate out values for all points (vertices) in the new mesh using the values from the old mesh. Now I could loop each polygon in the new mesh and detect which old vertices are in each polygon by making 2d collision detection (altho even this I don't get to function properly so if anyone has simple and fast code for 2d collision detection (triangle is enough) I would gladly see it). However to my main point again. looping each old vertice for each new polygon seems less than efficient. is there a better way?

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • Binding scattered/overlapping images to a WPF Canvas

    - by bufferz
    I am porting a GDI application over to WPF, where I displayed several dozen images onto Form, then drew polygons, circles, rectangles, etc over the top of these images using GDI Pens and Brushes. I'm starting to get the hang of WPF binding and would like to store all of these images and markup graphics in my ViewModel. My VM contains an ObservableCollection of my custom DrawingEntitys, DrawingEntity contains DependencyProperties for BitmapSource, Height, Width, CanvasTopLeftY, and CanvasTopLeftX, that I update frequently in the collection. I know my binding is working, I just can't figure out how to bind and draw this collection onto a Canvas. I've played around with ItemsControl and ItemsSource to death, too many different ways to list here. I can display the DrawingEntity.Bitmaps onto the canvas but Canvas.Top won't bind to CanvasTopLeftY in the DrawingEntity, everything is overlapped at 0,0. I think I'm missing an obvious strategy. Any ideas?

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  • Chipmunk Physics or Box2D for C++ 2D GameEngine ?

    - by Mr.Gando
    Hello, I'm developing what it's turning into a "cross-platform" 2D Game Engine, my initial platform target is iPhone OS, but could move on to Android or even some console like the PSP, or Nintendo DS, I want to keep my options open. My engine is developed in C++, and have been reading a lot about Box2D and Chipmunk but still I can't decide which one to use as my Physics Middleware. Chipmunk appears to have been made to be embedded easily, and Box2D seems to be widely used. Chipmunk is C , and Box2D is C++, but I've heard the API's of Box2D are much worse than chipmunk's API's. For now I will be using the engine shape creation and collision detection features for irregular polygons (not concave). I value: 1) Good API's 2) Easy to integrate. 3) Portability. And of course if you notice anything else, I would love to hear it. Which one do you think that would fit my needs better ?

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  • 3ds collada UV mapping problem in Papervision

    - by MonsieurOreilles
    Hi everyone, as I briefly explained in the title, my prblem concerns texturing a collada export in papervision. Basically I was exporting collada models from Cinema 4d with its uv map. I was able to see everything, but the texture was not displaying properly (hidden polygons). So I decided to try with 3dsMax. I used the same code to display the texture : var materials:MaterialsList = new MaterialsList(); var torusMaterial:BitmapFileMaterial = new BitmapFileMaterial("model/tex.png"); torusMaterial.precise = true; materials.addMaterial(torusMaterial, "ID1"); Again, I can see every elements, but this time my model uses only one pixel of my texture. So if I use a red texture and if I color only the pixel at the left bottom corner in green, all my model will be green. Any advice about how to properly wrap the texture around a 3ds export model ? Thank you.

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  • C# Drawing Oracle Spatial Geometries

    - by Keeper
    I need to create a simple app which can display geometries from Oracle Spatial in C#. These geometries are exported from AutoCAD Map 3D 2010 to Oracle Spatial. I need to pan, zoom, manage layers of these objects, events (like right click to popup a contextual menu, potentially different for every object), creating/deleting points (maybe also other polygons): a sort of simple AutoCAD interface. Should I look for an AutoCAD OEM license? Is there a drawing framework which can handle this or do I need to create my own?

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  • shortest path search in a map represented as 2d shapes

    - by joe_shmoe
    Hi, I have a small library of a few shortest path search algorithms. They were developed for simple undirected graphs (the normal representation - vertices and edges). Now I'd like to somehow apply them on a bit different scenario - where the maps are represented as 2-dimensional shapes, connected by shared edges (edges of the polygons, that is). In this scenario, the search can start/end either at a map object or some point (x,y). What would be the best approach? Try to apply the algorithms onto shapes? or try to extract a 'normal' graph out of the shapes (I have preprocessing time available)? Any advice would be much appreciated, as I'm really not sure which way to go, and I don't have enough time (and skill) to explore many options... Thanks a lot

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  • Merge overlapping triangles into a polygon

    - by nornagon
    I've got a bunch of overlapping triangles from a 3D model projected into a 2D plane. I need to merge each island of touching triangles into a closed, non-convex polygon. The resultant polygons shouldn't have any holes in them (since the source data doesn't). Many of the source triangles share (floating point identical) edges with other triangles in the source data. What's the easiest way to do this? Performance isn't particularly important, since this will be done at design time.

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