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  • How to rotate FBX files in 90 degree while running on a path in iTween in unity 3d

    - by Jack Dsilva
    I am doing one racing game,in which I used iTween path systems to smooth camera turning in turns,iTween path systems works fine(special thanks to Bob Berkebile) Here first I used one cube to follow path and it works fine in turning But my problem is instead of using cube I used FBX(character) to follow path here when turn comes character will not move This is my problem Image: I want this type: How to Slove this problem?

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  • How do I show a minimap in a 3D world?

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, I want to show a small 2D representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch(info here), but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure I'm supposed to use the one SpriteBatch that I can have on the minimap, and I'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI, is there any way to integrate these two?

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  • How to emulate Mode 13h in a modern 3D renderer?

    - by David Gouveia
    I was indulging in nostalgia and remembered the first game I created, which used Mode 13h. This mode was really simple to work with, since it was essentially just an array of bytes with an element for each pixel on the screen (using an indexed color scheme). So I thought it might be fun to create something nowadays under these restrictions, but on modern hardware. The API could be as simple as: public class Mode13h { public byte[] VideoMemory = new byte[320 * 200]; public Color[] Palette = new Color[256]; } Now I'm wondering what would be the best way to get this data on the screen, using something like XNA / DirectX / OpenGL. The only solution I could think of was to create a texture with the same size as the VideoMemory array, write the contents of VideoMemory to it every frame, then render that texture in a full screen quad with the correct aspect ratio and using point texture filtering for that retro look. Is there a better way?

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • What is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Does the latest version of Ubuntu (12.04) support Unity 3D?

    - by Douglas Combs
    I just installed the latest version of Ubuntu (12.04) 64bit. I am using a Radeon HD 7750 vid card. I think I have the Catalyst driver installed correctly. But when I go to system and look at the details, it shows that my graphics is VESA:01. Does this mean I it, I didn't correctly install my driver? System Specs: MB: ASUS P7P55-M CPU: Intel i5 Quad Core MEM: 4GB DD3 VC: HIS Radeon HD 7750 (1GB DDR5) Thanks for help.

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  • What dangers await if I block non-standard, non-major-usa search engine bots from my USA only website?

    - by Ryan
    I noticed tons of bandwidth being used by non-USA search engine bots, so I began blocking them in an effort to save bandwidth and cpu cycles for actual users and the search engines they come from (Google, Bing, Yahoo, Ask, etc.). Other than potentially losing some international traffic (which isn't really important to us since all of our content is very USA-centric), what additional dangers should I be concerned about? I'm using a modified version of Jeff Starr's User Agent Blocklist

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • Windows Azure : plus simple, plus flexible, plus ouvert, Microsoft n'a plus peur de la concurrence d'Amazon et de Google App Engine

    Windows Azure : plus simple, plus flexible, plus ouvert Et moins cher, Microsoft n'a plus peur de la concurrence d'Amazon et des Google Apps Engine « Simplicité, ouverture, flexibilité ». Jérôme Trédan, directeur des Produits Serveurs et Plateformes de Cloud Computing chez Microsoft,, résume en trois mots la nouvelle version de Windows Azure, la plateforme Cloud de Microsoft, qui vient d'être rendu publique ce matin à minuit quinze, heure de Paris. Comme nous le soulignions hier, c'est la dimension IaaS qui suscite le plus d'enthousiasme en interne autour de cette « Spring Release ». Cette Infrastructure à la...

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  • What is Search Engine Optimization - An Art Or Science?

    As ridiculous and as outrageous as this question might sound, there has been no evident and obvious answer to this. The fact that the process of Search Engine optimization is an art or mere science is something that web scholars have been debating for a long time, and to people's amusement, have still not come to a concrete conclusion. One important step that was taken towards having this question answered or finding an answer to it was asking all the service providers about the way they think of SEO.

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  • Blender 2.69 disponible en téléchargement, découvrez les nouvelles fonctionnalités du logiciel de modélisation 3D libre et open source

    Blender 2.69 disponible en téléchargement La version 2.69 de l'outil de modélisation libre et open source est maintenant disponible en téléchargement. Voici un descriptif (non exhaustif) des changements apportés par cette nouvelle version :Modélisation nouvel outil de remplissage de surface non plane ; nouveaux outils de bisection et de division de mesh ; amélioration de l'outil d'édition de courbes ; nouvel option de sélection où la sélection utilise le curseur comme centre ; fusion de mesh améliorée...

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  • Which graphics library should I be using?

    - by DaveDev
    I have been developing and maintaining a WPF application, for which I've recently been tasked with adding a 3D representation of some of the data. I'm new to graphics programming in every kind of way so I'm curious whether I should stick with 3D graphics capabilities built into WPF or should I investigate other solutions, like OpenTK or SharpGL My objective is to represent the data so that it will eventually appear similar to: with nodes connected by lines. I need to rotate the image around each axis and each node will be a 3D model of the device it represents. So far, I've been able to experiment with the tutorial outlined here: Windows Presentation Foundation (WPF) 3D Tutorial and it was helpful as an introduction. But I can see that there are other ways to implement 3D graphics solutions and I wonder if they are more suitable for my needs, or should I stick with the in-built WPF solution? What are the pros and cons of each?

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  • Do unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? Edit Final output will be a w*h cell grid, but for technical issues it's much easier for me to allocate (w+1)*(h+1) vertices. Sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect FPS or not? (Note that mesh is only generated once in each time you play the game)

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  • Search Engine Optimization and SEO Services - What Do They Offer?

    Search engine optimization involves using the Internet as a marketing tool. Companies that are using the Internet to attract customers desire to optimize their exposure to potential to customers. In order to best advantage of SEO, it is recommended that you hire a professional service that can implement programs to evaluate the optimum marketing potential of the Internet. When considering hiring a company to assist you in this process it is important to understand how such services work.

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  • What Are the Top 4 Search Engine Optimization Techniques of Today?

    Today, with the over-whelming competitions among the web masters in competing for customers to increase their sales and profit, finding ways to increase to optimize their websites is not really very difficult. There are whole lots of SEO (Search engine optimization) techniques which can be found over the internet today, which majority of them are really very user friendly which even a novice web-master with limited HTML knowledge find it not that difficult to get the most out of it as long as they have the will to learn and improve in their search ranking.

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  • does unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. now I'm wondering does it have a noticeable affect in fps if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? edit final output will be a w*h cell grid, but for technical issues it's much more easier for me to allocate (w+1)*(h+1) vertices. sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect fps or not? (note that mesh is only generated once in each time you play the game)

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  • Have You Considered Search Engine Training As a Career Option?

    The SEO industry is really pumping and is becoming a way of life for many small businesses as well as those seeking search engine training. This industry is no longer the nerd industry as SEO has exploded into the mainstream over the past few decades and all businesses now want to be visible online and they will pay hundreds of dollars for this privilege.

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  • Why Does On-Page Search Engine Optimization Work So Well?

    On-page search engine optimization has been around since an inordinately long time - probably it is the first kind of SEO that marketers began to use - but it is only lately that people have begun to understand its great efficacy in bolstering the prospects of any website. The term is used to describe all methods you use on the page of the website in order to enhance its prospects with the search engines.

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  • How Search Engine Optimization Will Bring You More Real Estate Leads!

    Most real estate agents out there today are struggling, weighed down in the quagmire that has burdened our financial system and driven many out of the business altogether. Nonetheless, marketing your services is still at a premium and many do not have the funds needed to receive this valuable service. Many agent are wondering if there is a way they can do their own SEO and achieve a higher search engine ranking to bring in more leads from their website, and the easy answer is yes!

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  • How to Cut Search Engine Optimization Cost Down For Backlink Building?

    How much do you spend to get your high backlinks? I am guessing a good amount if you are paying a service to do it for you, or if you are buying backlink packets made by other people and paying a monthly fee. You can cut your search engine optimization cost greatly with some easy to use software, and even outsource the work for much cheaper than other SEO services.

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