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  • Project collision shapes to plane for 2.5D collision detection

    - by Jkh2
    I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is illustrated below from a side-ways view: The orange and green circles are spheres floating in the 3D world. They are projected onto a plane parallel to the viewport plane (y = 0 in the image) and if they overlap there is a collision event between them. These spheres are attached to other meshes to represent the sphere bounding boxes for collisions. The way I plan to implement this at the moment is the following: Get the 3D world position at the center of the sphere. Use Camera.WorldToViewportPoint to project the point to the viewport plane. Move a Sphere Collider with the radius of the sphere to that point. Test for collisions using unity colliders. My question is how to extend this to work for rotated cuboids. For instance if I have two rotated cuboids, if I follow the logic above it would not work as intended as the cuboids may not collide but they could still be intersected on the view plane. An example is below: Is there a way to project a cuboid that would be aligned with the plane? Would it be a valid cuboid for all rotations if I did this?

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  • Unity3D: How To Smoothly Switch From One Camera To Another

    - by www.Sillitoy.com
    The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code: firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth); firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth); firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth); firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth); firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth); firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth); But the result is actually not that good.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • Does md2 support skeletal meshes?

    - by jsvcycling
    I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...

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  • Scaling Skeletal values to be able to reach objects on the screen

    - by Sweta Dwivedi
    I have created a game using Kinect + XNA and the game runs on full screen mode.. However when i try to touch or reach a certain area on the screen using hand.. I cant reach it.. I will already be outside the range of the sensor trying to touch the object on the game screen.. Is there anyway I can scale the skeletal values so that the users can easily touch objects on the screen without having to stretch or bend too much?

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Game Physics: Implementing Normal Reaction from ground correctly

    - by viraj
    I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the floor, a normal reaction is exerted by the floor. I face the following problem: If the character is initially at a height, he acquires velocity in the -Y direction. Thus, when he hits the floor, he falls through even though normal force is being exerted. I could fix this by setting the Y velocity to 0, and placing him above the floor if he has collided with it. But this often leads to the character getting stuck in the floor or bouncing around it. Is there a better approach ?

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  • How to make this game loop deterministic

    - by Lanaru
    I am using the following game loop for my pacman clone: long prevTime = System.currentTimeMillis(); while (running) { long curTime = System.currentTimeMillis(); float frameTime = (curTime - prevTime) / 1000f; prevTime = curTime; while (frameTime > 0.0f) { final float deltaTime = Math.min(frameTime, TIME_STEP); update(deltaTime); frameTime -= deltaTime; } repaint(); } The thing is, I don't always get the same ghost movement every time I run the game (their logic is deterministic), so it must be the game loop. I imagine it's due to the final float deltaTime = Math.min(frameTime, TIME_STEP); line. What's the best way of modifying this to perform the exact same way every time I run it? Also, any further improvements I can make?

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  • Algorithm to generate multifaced cube?

    - by OnePie
    Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is imopssible to follow and most likely to maintain. The algorithm should not generate reduntant vertices, and should output the indice list for the mesh as well. The reason I need this is that the cubes vertices will be deformed depending on various factors, meaning that a simple six-faced cube will nto do.

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  • How to make rigid bodies collide with Apex Clothing in PhysX for Maya

    - by b1nary.atr0phy
    According to the [Apex] Clothing Overview section of the documentation: Colliding with Rigid Bodies Rigid bodies present in your scene will push clothing around roughly as you might expect. Well, I beg to differ. The Apex Cloth collides with the floor just fine, but that's about the only thing it collides with (unless I add ragdoll to the same skeleton that the cloth is attached to.) So for example, if I try to bounce a ball (dynamic rigid body) into the cloth, it simply bounces through it. If I try to walk an actor with ragdoll through it, he simply clips through it as well. Anyone have any insight on this?

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  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • File format for animated scene

    - by stephelton
    I've got a custom OpenGL based rendering engine and I'd like to add support for cinema-type scene animation. The artist that is helping me uses primarily 3DSMax. I'd like a file format for exporting and importing this data. I'm also in need of a file format for skeletal animation data, which may have an impact here. I've been looking at MAXScript to manually export this stuff, which would buy me the most flexibility, but I have virtually no experience with 3DSMax itself, so I get a little lost when it comes to terminology. So I'd like to know what file formats exist for animated scene data, and whether they are appropriate for my use (my fear is that they will be way too broad for my fairly simple needs.) The way I view animated scene data is basically a bunch of references to [animated] models with keyframe-based matrices describing their orientation over time. And probably some special camera stuff to handle perspective. I might also want some event type stuff for adding/removing objects. Is this a sane concept?

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  • Geometry Shader input vertices order

    - by NPS
    MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0, 2 and 4. Is that correct? Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0, 1 and 2 the app rendered the mesh correctly. I could provide some code but it seems like the problem is in the input vertices order, not the code itself. So what order do input vertices to the GS come in?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • How closely can a game resemble another game without legal problems

    - by Fuu
    The majority of games build on successes of other games and many are downright clones. So where is the limit of emulating before legal issues come into play? Is it down to literary or graphic work like characters and storyline that cause legal problems, or can someone actually claim to own gameplay mechanics? There are so many similar clone games out there that the rules are probably very slack or nonexistent, but I'd like to hear the views of more experienced developers / designers.

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  • Literature for Inverse Kinematics: Joint Limits and beyond

    - by Jeff
    Recently I've been playing around with Inverse Kinematics and have been pretty impressed with the results. Naturally I want to take it further, but have no clue where to start. In particular, I would like to introduce joint limits (ie for a prismatic joint how far it can move, hinge joint what angles it has to be between, etc etc). Currently I understand how to produce the Jacobian matrix for the various joint types. I am particularly looking for literature (preferably free, and preferably easy to understand) on various ways to implement joint limits. Also I would like to find out different ideas on how inverse kinematics can be used.

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • Multiple Sprites using foreach Collison Detection in XNA (C#)

    - by Bradley Kreuger
    Back again from my last question. Now I was curious I use a foreach statement to use the same shot class. How would I go about doing collison detection. I used the tutorial here on how to shoot a fireball http://www.xnadevelopment.com/tutorials.shtml. I tried to put in several places a foreach to look at all of them to see if they have reached the borders of my sprite hero but doesn't seem to do anything. If again some one might know of a good site that has tutorials to explain collision detection a little bit better that would be appriecated.

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  • AABB > AABB collision response?

    - by Levi
    I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with sliding, and y, and z, but I can't do them together, probably because I don't know how to resolve it correctly. e.g. [] [] []^ []O [] O is the player, ^ is the direction the player is moving, with the methods which I was trying I would get stuck between the cubes because the z axis was responding and kicking me out :/. I don't know how to resolve this in all 3 direction, like how would I go about telling which direction I have to resolve in. My previous methods involved me checking 4 points in a axis aligned square around the player, I was checking if these points where inside the cubes and if they where fixing my position, but I couldn't get it working correctly. Help is appreciated. edit: pretend all the blocks are touching.

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • OpenGL 2.1+ Render with data returned form assimp library

    - by Bình Nguyên
    I have just readed this tutorial about load a 3D model file: http://www.lighthouse3d.com/cg-topics/code-samples/importing-3d-models-with-assimp/#comment-14551. Its render routine uses a recursive_render function to scan all node. My question: What is a aiNode struct store? What different form this method and above method: for (int i=0; imNumMesh; ++i) { draw scene-mMeshes[i]; } Thanks for reading!

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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