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  • How do I get the source code from a Google Code game project?

    - by BluFire
    I'm trying to get the Hedgewars source code. When I went to the downloads tab, it doesn't specify which is the actual game. I tried downloading it using the SVN Checkout on Tortoise, but it seems like it doesn't work on the browse section of Source. (Hgproject_filesAndroid_buildSDL-android-project) I then proceeded to the wiki but I got stuck at step two because I don't know anything about Mercurial. Some other things I don't know from the wiki is "FreePascal" "Android NDK" and "Tar" files. They are new to me so I am really confused. So my question is, how can I download the source code from Hedge Wars for Android without having to browse the source code inside the source tab?

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • LWJGL - OpenGL - Texture shading

    - by Trixmix
    I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the letter in a certain color. How would you do something like this without needed to create different colored letter sprite sheets? Task for the shader: Simply change all pixels to a certain color in the texture. Input: Color , texture. Output: it draws onto the screen the new colored texture. How do i accomplish such a thing?

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  • How is this lighting effect done?

    - by Mike
    This is the most beautiful 2d lighting I have ever seen. Does anyone know how he went about doing it? http://www.youtube.com/watch?v=BIQRhOFkvQY http://www.youtube.com/watch?v=tnTYXPuecMs http://www.youtube.com/watch?v=rhC_jVM8IYU http://www.youtube.com/watch?v=_Aw5BdjWqqU Or download it here: http://grantkot.com/PollutedPlanet/publish.htm edit: I am not asking how the particles are simulated; I don't care about the physics.

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  • Where can I find free or buy "next-gen" 3D Assets?

    - by Valmond
    Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't find any models that use those techniques. So where can I find / buy "next gen" assets (at least models/items with a normal map)? I have checked for similar posts but those I found are about either free only or 2D or 'ordinary' 3D so I hope this is not a duplicate.

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • Robust line of sight test on the inside of a polygon with tolerance

    - by David Gouveia
    Foreword This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated polygon instead. My goal is to remove this step completely, and correctly solve the problem with calculations only. Problem Given a concave polygon and treating all of its edges as if they were walls in a level, determine whether two points A and B are in line of sight of each other, while accounting for some degree of floating point errors. I'm currently basing my solution on a series of line-segment interection tests. In other words: If any of the end points are outside the polygon, they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B crosses any of the edges from the polygon, then they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B does not cross any of the edges from the polygon, then they are in line of sight. But the problem is dealing correctly with all the edge cases. In particular, it must be able to deal with all the situations depicted below, where red lines are examples that should be rejected, and green lines are examples that should be accepted. I probably missed a few other situations, such as when the line segment from A to B is colinear with an edge, but one of the end points is outside the polygon. One point of particular interest is the difference between 1 and 9. In both cases, both end points are vertices of the polygon, and there are no edges being intersected, but 1 should be rejected while 9 should be accepted. How to distinguish these two? I could check some middle point within the segment to see if it falls inside or not, but it's easy to come up with situations in which it would fail. Point 7 was also pretty tricky and I had to to treat it as a special case, which checks if two points are adjacent vertices of the polygon directly. But there are also other chances of line segments being col linear with the edges of the polygon, and I'm still not entirely sure how I should handle those cases. Is there any well known solution to this problem?

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  • Capitalizing on JavaScript's prototypal inheritance

    - by keithjgrant
    JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you attempt to apply classical design patterns directly to JavaScript, you will be frustrated. But if you learn to work with JavaScript's prototypal nature, your efforts will be rewarded. ... It is Lisp in C's clothing. -Douglas Crockford What does this mean for a game developer working with canvas and HTML5? I've been looking over this question on useful design patterns in gaming, but prototypal inheritance is very different than classical inheritance, and there are surely differences in the best way to apply some of these common patterns. For example, classical inheritance allows us to create a moveableEntity class, and extend that with any classes that move in our game world (player, monster, bullet, etc.). Sure, you can strongarm JavaScript to work that way, but in doing so, you are kind of fighting against its nature. Is there a better approach to this sort of problem when we have prototypal inheritance at our fingertips?

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • Unity3D: default parameters in C# script

    - by Heisenbug
    Accordingly to this thread, it seems that default parameters aren't supported by C# script in Unity3D environment. Declaring an optional parameter in a C# scirpt makes Mono Ide complaint about it: void Foo(int first, int second = 10) // this line is marked as wrong inside Mono IDE Anyway if I ignore the error message of Mono and run the script in Unity, it works without notify any error inside Unity Console. Could anyone clarify a little bit this issue? Particularly: Are default parameters allowed inside C# scripts? If yes, are they supported by all platforms? Why Mono complains about them if the actually works?

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  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • Ouya / Android : button mapping bitwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

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  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

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  • Fair dice over network w/o trusted 3rd party

    - by Kay
    Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. No player may "cheat", i.e. change the outcome to his advantage, or "look into the future" before the next roll. Is that possible? I guess the solution would be something like public key crypto, where each player turns in an encrypted message. After all messages were collected you exchange the keys to decode the messages. Then the sha1(joined string of all decrypted messages) mod 6 + 1 is used to determine the die. The major problem I have: since the message [c/s]hould be anything, I don't know how to prevent tampering with the private keys. Esp. the last player to turn in his key could easily cheat (I guess). The game should even stay fair, if all players "conspire" against one player.

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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