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  • Rendering only a part of text FTGL, OpenGL

    - by Mosquito
    I'm using FTGL library to render text in my C++ project. I can easily render text by using: CFontManager::Instance().renderWrappedText(font, lineLength, position, text); Unfortunately there is a situation in which this Button which displays text, is partly hidden because of resizing container in which it is situated. I'm able without any problem to draw Button's background to fit the container, but I've got a problem with doing the same with a text. Is it possible to somehow draw only text for given width and the rest just ignore? This is a screen which presents my problem: As you can see, the Button "Click here" is being drawn properly, but I can't do the same with "Click here" text.

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { // TODO Auto-generated method stub if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • How would I detect if two 2D arrays of any shape collided?

    - by user2104648
    Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each pixel from a image that represents it, and appropriatly changes the array to true(pixel has a alpha more then 1) or false(pixel has a alpha less than one). Each time one of these objects moves, what would be the best accurate way to test if they hit another object in Java using as few APIs/libraries as possible?

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • Size of an image imported with FreeImage

    - by KaiserJohaan
    I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method FreeImage_GetBits that returns a pointer to the first byte of the image data. I then try to load all the data into memory using (bitsperpixel / 8) * pixelsWidth ' pixelHeight, like this: uint32_t bitsPerPixel = FreeImage_GetBPP(bitmap); // resolves to 24 uint32_t widthInPixels = FreeImage_GetWidth(bitmap); // resolves to 1024 uint32_t heightInPixels = FreeImage_GetHeight(bitmap); // resolves to 1024 // container is a std::vector<uint8_t> pkgMaterial.mTextureData.insert(pkgMaterial.mTextureData.begin(), FreeImage_GetBits(bitmap), FreeImage_GetBits(bitmap) + ((bitsPerPixel/8) * widthInPixels * heightInPixels)); I have a jpg which is 31 kilobytes in size on disc. Yet when I load it using the above formula, I see the vector is then filled with 3145728 bytes, which is approx 3145 kilobytes. What am I doing wrong?

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  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

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  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • Can Layer Masks Achieve This Effect

    - by Julian
    If you look at the image below you will see the player surrounded by a dotted yellow box. The dotted yellow box is also part of the player and represented a portion of the player being masked from both rendering and affected by physics. My question is if layer masks in Unity can achieve the following effect. -In Area 1, the red box/animations of the player are visible and the rigidbody of this shape is affected by all Physics. -Any portion of the player that enters Area 2 makes the larger yellow box within the area become visible (and affected by physics) and vice versa for any portion of the smaller red box that enters. -This can persist when both entering and leaving either area from any direction. Thank you for any help!

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  • C# 'could not found' existing method

    - by shybovycha
    Greetings! I've been fooling around (a bit) with C# and its assemblies. And so i've found such an interesting feature as dynamic loading assemblies and invoking its class members. A bit of google and here i am, writing some kind of 'assembly explorer'. (i've used some portions of code from here, here and here and none of 'em gave any of expected results). But i've found a small bug: when i tried to invoke class method from assembly i've loaded, application raised MissingMethod exception. I'm sure DLL i'm loading contains class and method i'm tryin' to invoke (my app ensures me as well as RedGate's .NET Reflector): The main application code seems to be okay and i start thinking if i was wrong with my DLL... Ah, and i've put both of projects into one solution, but i don't think it may cause any troubles. And yes, DLL project has 'class library' target while the main application one has 'console applcation' target. So, the question is: what's wrong with 'em? Here are some source code: DLL source: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ClassLibrary1 { public class Class1 { public void Main() { System.Console.WriteLine("Hello, World!"); } } } Main application source: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Reflection; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { Assembly asm = Assembly.LoadFrom(@"a\long\long\path\ClassLibrary1.dll"); try { foreach (Type t in asm.GetTypes()) { if (t.IsClass == true && t.FullName.EndsWith(".Class1")) { object obj = Activator.CreateInstance(t); object res = t.InvokeMember("Main", BindingFlags.Default | BindingFlags.InvokeMethod, null, obj, null); // Exception is risen from here } } } catch (Exception e) { System.Console.WriteLine("Error: {0}", e.Message); } System.Console.ReadKey(); } } } UPD: worked for one case - when DLL method takes no arguments: DLL class (also works if method is not static): public class Class1 { public static void Main() { System.Console.WriteLine("Hello, World!"); } } Method invoke code: object res = t.InvokeMember("Main", BindingFlags.Default | BindingFlags.InvokeMethod, null, null, null);

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

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  • Player position triggering teleports

    - by jSherz
    I'm developing a Minecraft plugin (bukkit) in which a server admin can create 'portals' - a small region that will teleport any players who enter it. I have the teleportation sorted and I know how I could define areas that the player's position could be tested against. This would involve an ArrayList containing the zones and then hooking the PlayerMoveEvent so that the ArrayList is searched each time for a matching portal region. Although this method would work, I doubt that it would be very efficient when 100+ players are all moving around at the same time. Is there a better way of checking a player position against a set of 'zones' / regions?

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

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  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

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  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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