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  • Cocos2d copied actions not responding?

    - by Stephen
    I am running an animation on 2 sprites like so: -(void) startFootballAnimation { CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [self runAction:repeat]; [secondFootball runAction:[[repeat copy] autorelease]]; } The problem I am having is I call this method: - (void) slowAnimation { [spiral setDuration:[spiral duration] + 0.01]; } and it only slows down the first sprites animation and not the second one. Do I need to do something different with copied actions to get them to react to the slowing of the animation?

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Torque2D, Class vs Datablock

    - by Max Kielland
    I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in Pascal. If I create Datablocks with new, are they instantiated in the same way as a "Class"? I have a large TileMap and need to attach some information to each Tile. I was thinking to use a Datablock, as a struct, to attach this information to the tile's CustomData property. The two questions are: What is a Datablock and should I use a Datablock or a "Class" for this tile information?

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  • What's the proper way to calculate probability for a card game?

    - by Milan Babuškov
    I'm creating AI for a card game, and I run into problem calculating the probability of passing/failing the hand when AI needs to start the hand. Cards are A, K, Q, J, 10, 9, 8, 7 (with A being the strongest) and AI needs to play to not take the hand. Assuming there are 4 cards of the suit left in the game and one is in AI's hand, I need to calculate probability that one of the other players would take the hand. Here's an example: AI player has: J Other 2 players have: A, K, 7 If a single opponent has AK7 then AI would lose. However, if one of the players has A or K without 7, AI would survive. Now, looking at possible distribution, I have: P1 P2 AI --- --- --- AK7 loses AK 7 survives A7 K survives K7 A survives A 7K survives K 7A survives 7 KA survives AK7 loses Looking at this, it seems that there is 75% chance of survival. However, I skipped the permutations that mirror the ones from above. It should be the same, but somehow when I write them all down, it seems that chance is only 50%: P1 P2 AI --- --- --- AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses AK 7 survives A7 K survives K7 A survives KA 7 survives 7A K survives 7K A survives A K7 survives A 7K survives K 7A survives K A7 survives 7 AK survives 7 KA survives AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses 12 loses, 12 survivals = 50% chance. Obviously, it should be the same (shouldn't it?) and I'm missing something in one of the ways to calculate. Which one is correct?

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Tiled/TMX C++ Library/Parser

    - by Ben
    Where can I find an easy to use and up to date C++ parser/library for the .tmx map format (used by the Tiled Map Editor) ? EDIT: David's comment, 'Unless you want to build your game around the format of the parser..', got me thinking... So I have downloaded pugixml, which is an easy to use xml-parser with very straightforward documentation. Together with the spec for the TMX Map Format, I think I'll give it a try myself. I'll probably compare with Cocos2d-x's CCTMXTiledMap at some point.

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • 2D Tile Map for Platformer, XML or SQLite?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. I'm doing some research into whether to store level data in an XML file or in a database like SQLite. Which would be the best for this situation? Do either have any drawbacks (performance etc) compared to the other?

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • Modern Shader Book?

    - by Michael Stum
    I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about Shaders, so I need a general introduction). I saw a lot of books that are a couple of years old, so I don't know if they still apply. I'm targeting XNA 4.0 at the moment (which I believe means HLSL Shaders for Shader Model 4.0), but anything that generally targets DirectX 11 and OpenGL 4 is helpful I guess.

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Importing a windows project into android using cocos2d-x

    - by Ef Es
    What I am trying to do today is to import a full project to Android, but no tutorials are available for that that I have seen. My approach was to create a new android project, copy all the classes and resources in the folders and calling ./build_native.sh but I get an error because most of the files are not being included in the project. I tried opening the Android.mk and I can see why "LOCAL_SRC_FILES := AppDelegate.cpp \ HelloWorldScene.cpp" are the only files linked. Should I manually modify the make file or can it be automated by some way I don't know? Thank you. UPDATE: I manually added all files and headers to the make file and I get errors linking Box2D or cocosdenshion libraries.

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • Is there a maximum delay an UDP packet can have?

    - by Jens Nolte
    I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am wondering just how late they can arrive. I have researched the topic and have not found any mention of it, so I assume there is no technical limitation, but I wonder if common network/internet architecture (or hardware) gives an effective limitation of how late a UDP packet can be delivered.

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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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  • UDK ParticleSystem Problem

    - by EmAdpres
    I use below code to create my particles ( in fact, I don't know any other way.) spawnedParticleComponents = WorldInfo.MyEmitterPool.SpawnEmitter(ParticleSystem'ParticleName', Location, Rotator ); spawnedParticleComponents.setTranslation(newLocation); ... And unfortunately, I spawn many particles in game. When I play my game, after some time, I see Exceeded max active pooled emitters! Warning in console . To solve the problem, first, I tried spawnedParticleComponents.DeactivateSystem();, But it doesn't help. Then I try WorldInfo.MyEmitterPool.ClearPoolComponents(false);, But it doesn't either . :( How can I destroy many spawned particles and avoid this warning ?

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • Can anyone explain step-by-step how the as3isolib depth-sorts isometric objects?

    - by Rob Evans
    The library manages to depth-sort correctly, even when using items of non-1x1 sizes. I took a look through the code but it's a big project to go through line by line! There are some questions about the process such as: How are the x, y, z values of each object defined? Are they the center points of the objects or something else? I noticed that the IBounds defines the bounds of the object. If you were to visualise a cuboid of 40, 40, 90 in size, where would each of the IBounds metrics be? I would like to know how as3isolib achieves this although I would also be happy with a generalised pseudo-code version. At present I have a system that works 90% of the time but in cases of objects that are along the same horizontal line, the depth is calculated as the same value. The depth calculation currently works like this: x = object horizontal center point y = object vertical center point originX and Y = the origin point relative to the object so if you want the origin to be the center, the value would be originX = 0.5, originY = 0.5. If you wanted the origin to be vertical center, horizontal far right of the object it would be originX = 1.0, originY = 0.5. The origin adjusts the position that the object is transformed from. AABB_width = The bounding box width. AABB_height = The bounding box height. depth = x + (AABB_width * originX) + y + (AABB_height * originY) - z; This generates the same depth for all objects along the same horizontal x.

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • Box2D physics editor for complex bodies

    - by Paul Manta
    Is there any editor out there that would allow me to define complex entities, with joins connecting their multiple bodies, instead of regular single body entities? For example, an editor that would allow me to 'define' a car as having a main body with two circles as wheels, connected through joints. Clarification: I realize I haven't been clear enough about what I need. I'd like to make my engine data-driven, so all entities (and therefore their Box2D bodies) should be defined externally, not in code. I'm looking for a program like Code 'N' Web's PhysicsEditor, except that one only handles single body entities, no joints or anything like that. Like PhysicsEditor, the program should be configurable so that I can save the data in whatever format I want to. Does anyone know of any such software?

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  • XNA calculate normals for linesegment

    - by Gerhman
    I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have now idea how they are calculated though, only that they are defined by a Vector3. For a visualizer that I am creating I am importing a bunch of coordinate which represent layer upon layer of line segments. At the moment I am only using a vertex buffer and adding the start and end point of each line and then rendering a linelist. The thing is now that I need to calculate the normal for the vertices of these line segments so that I can get some realistic lighting. I have no idea how to calculate these normal but I know they all face sideways and not up or down. To calculate them all I have are the start and end positions of each line segment. The below image is a representation of what I think I need to do in the case of an example layer: The red arrows represent the normal that should be calculates, the blue text represent the coordinates of the vertices and the green numbers represent their indices. I would greatly appreciate it if someone could please explain to me how I should calculate these normal.

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