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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • Algorithm for spreading labels in a visually appealing and intuitive way

    - by mac
    Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I suggest viable? How would you implement this yourself? Extended version In the game I'm writing I have a bird-eye vision of my airborne vehicles. I also have next to each of the vehicles a small label with key-data about the vehicle. This is an actual screenshot: Now, since the vehicles could be flying at different altitudes, their icons could overlap. However I would like to never have their labels overlapping (or a label from vehicle 'A' overlap the icon of vehicle 'B'). Currently, I can detect collisions between sprites and I simply push away the offending label in a direction opposite to the otherwise-overlapped sprite. This works in most situations, but when the airspace get crowded, the label can get pushed very far away from its vehicle, even if there was an alternate "smarter" alternative. For example I get: B - label A -----------label C - label where it would be better (= label closer to the vehicle) to get: B - label label - A C - label EDIT: It also has to be considered that beside the overlapping vehicles case, there might be other configurations in which vehicles'labels could overlap (the ASCII-art examples show for example three very close vehicles in which the label of A would overlap the icon of B and C). I have two ideas on how to improve the present situation, but before spending time implementing them, I thought to turn to the community for advice (after all it seems like a "common enough problem" that a design pattern for it could exist). For what it's worth, here's the two ideas I was thinking to: Slot-isation of label space In this scenario I would divide all the screen into "slots" for the labels. Then, each vehicle would always have its label placed in the closest empty one (empty = no other sprites at that location. Spiralling search From the location of the vehicle on the screen, I would try to place the label at increasing angles and then at increasing radiuses, until a non-overlapping location is found. Something down the line of: try 0°, 10px try 10°, 10px try 20°, 10px ... try 350°, 10px try 0°, 20px try 10°, 20px ...

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • What is a good way to store tilemap data?

    - 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. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. This concerns only the file system storage of the tile maps, not the data structure to be used by the game while it is running. The tile map is loaded into a 2D array, so this question is about which source to fill the array from. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON/XML: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • Mesa library vs Hardware accelerated OpenGL for my executable - it's just a linking problem?

    - by user827992
    Supposing that i have my program that is targeting a specific OpenGL version, let's say the 3.0, now i want to produce an executable that will support the software rendering with Mesa and another executable that will support the Hardware accelerated context, i can use the same source code for both without expecting any issues ? In another words, the instrunctions in this libraries are the same for my linking purpose ?

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  • How to draw image in memory manually in pyglet?

    - by Mossen
    In pyglet, I want to create an image buffer in memory, then set the bytes manually, then draw it. I tried making a 3x3 red square like this in my draw() function: imageData = pyglet.image.ImageData(3, 3, 'RGB', [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]) imageData.blit(10, 10) ...but at runtime, Python complains: ctypes.ArgumentError: argument 9: <type 'exceptions.TypeError'>: wrong type Is this the right approach? Am I missing a step? How can I fix this?

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • Importing an object from Blender into a scene, rotation on X axis?

    - by Arne
    This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into the scene for the view coordinates (OpenGl) Bleneder has x/y plane and z up as world coordinates I have x/y plane and z up as world coordinates I load the mesh with assimp directly from the blend file with absolutely no post processing. The object is rotated abount p/2 on the x-axis. Why?

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • Stuck with A* implementation

    - by Syed
    I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks itself when the same number of walls are placed in front of it and some other scenarios as well like blocking it one way completely, I am assuming that code is standalone (not having other functionality included in other scripts). Can anyone tell me if the above code is missing any A star functionality?

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  • what does AngleVectors method in quake 3 source code does

    - by kypronite
    I just downloaded quake 3 for learning purposes. I know some of some linear algebra(basic vector math ie: dot,cross product). However I can't decipher what below method does, I know what is yaw,pitch and roll. But I can't connect these with vector. Worse, I'm not sure this fall under what math 'category', so I don't really know how to google. Hence the question here. Anyone? void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = angles[YAW] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; } if (up) { up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } } ddddd

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  • What to think about when designing a simple GUI for a quiz game

    - by PeterK
    I am coming close to finish my first iPhone game ever, as a matter of fact also my first programming experience ever, which is a quiz game. I have all the functionality i want and is currently polishing it both from a code point of view as well as looking at the GUI. My initial idea was not to use any specific graphics but rather focus on the game experience and simplicity and by that only using background color, orange, and white text as well as buttons. The design is based on that all ages, from learning to read, should be able to host and play this game. However, as i am now getting close to the finish line i am starting to think what is needed from a GUI point of view. I would like to ask for some advice what to think about when designing a GUI. Is it considered OK without any 'fancy' graphics, what is the risk without it etc.? Also, what colors goes well together if i choose to use a simple GUI. I am thinking about color blindness etc. In other words how do i design a good and effective GUI for a simple game as mine? Thanks

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  • Thread-safety in Cocos2d-iPhone?

    - by Malax
    After tinkering a bit with cocos2d, I discovered that there is no classic game loop and everything is more-or-less event driven. I guess I can wrap my head around that, no problem. But I cannot find anything about thread safety. Say, I schedule something to occur every two seconds, which Thread will run the code? Given that I cannot find anything about that, I guess there is just one Cocos2d Thread and everything will be fine. Nevertheless, this implicit assumption does not give me a good feeling. Knowing is better than guessing. ;-) Can anyone shed some light onto that topic?

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