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  • Render angles of a 3D model into 2D images?

    - by Ricket
    Is there a tool out there that you can give a 3D model file, and it will output 2D renders of it from various angles? For example if you were making a 2D RPG but you want to make your character look nice, you might make the character in 3D and then just render the character from 8 or more angles into images which then are used by the 2D engine to give a pseudo-3D look. Does such a tool exist or will it need to be custom-written or done manually?

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Normal vector of a face loaded from an FBX model during collision?

    - by Corey Ogburn
    I'm loading a simple 6 sided cube from a UV-mapped FBX model and I'm using a BoundingBox to test for collisions. Once I determine there's a collision, I want to use the normal vector of the collided surface to correct the movement of whatever collided with the cube. I suppose this is a two-part question: 1) How can I determine which face of the cube was collided with in a collision? 2) How can I get the normal vector of that surface?

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • how does the rectangle bounds (x,y,width,height) in libgdx work

    - by JG22
    I cant work out how to use the rectangle bounds in libgdx I am currently using the superJumper example and have 2or 3 examples with that are pause Bounds = new Rectangle(320 - 64, 480 - 64, 64, 64); this is the pause button in the top right corner resume Bounds = new Rectangle(160 - 96, 240, 192, 36); this is a rectangle resume button in the middle of the page in the menu that comes up when the pause button is pressed. basically my question is aimed at the 360 -64 and 160 -96 because I don't know why this is used I need to create a rectangle that covers the left side of the screen and the same on the right because I want to create a on screen buttons, I have already created the does for these buttons and I have managed to get them to work but I can move the rectangles to where I want. Thank you If you can help

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • Set Position of multiple bodies

    - by philipp
    I have a character composed of five bodies which are tied together by a lot of joints. On of them is the overall chassis, to which all forces and impulses are applied to move the whole Character. All in all that works very fine, except one thing: I need to set the Position of the Character so that it get Beamed from one place to the other in one single frame. Unfortunately I cannot get this to work. I tried the following code, without any success… playerbodies.forEach(function (bd) { bd.SetLinearVelocity(new b2.Vec2()); var t = bd.GetTransform(); t.p.x -= 10; bd.SetTransform(t, bd.GetAngle()); }); How can I make that happen?

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  • Save Zone Implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } }

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • OpenGL Application displays only 1 frame

    - by Avi
    EDIT: I have verified that the problem is not the VBO class or the vertex array class, but rather something else. I have a problem where my vertex buffer class works the first time its called, but displays nothing any other time its called. I don't know why this is, and it's also the same in my vertex array class. I'm calling the functions in this order to set up the buffers: enable client states bind buffers set buffer / array data unbind buffers disable client states Then in the draw function, that's called every frame: enable client states bind buffers set pointers unbind buffers bind index buffer draw elements unbind index buffer disable client states Is there something wrong with the order in which I'm calling the functions, or is it a more specific code error? EDIT: here's some of the code Code for setting pointers: //element is the vertex attribute being drawn (e.g. normals, colors, etc.) static void makeElementPointer(VertexBufferElements::VBOElement element, Shader *shade, void *elementLocation) { //elementLocation is BUFFER_OFFSET(n) if a buffer is bound switch (element) { .... glVertexPointer(3, GL_FLOAT, 0, elementLocation); //changes based on element .... //but I'm only dealing with } //vertices for now } And that's basically all the code that isn't just a straight OpenGL function call.

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  • log4bash: Cannot find a way to add MaxBackupIndex to this logger implementation

    - by Syffys
    I have been trying to modify this log4bash implementation but I cannot manage to make it work. Here's a sample: #!/bin/bash TRUE=1 FALSE=0 ############### Added for testing log4bash_LOG_ENABLED=$TRUE log4bash_rootLogger=$TRACE,f,s log4bash_appender_f=file log4bash_appender_f_dir=$(pwd) log4bash_appender_f_file=test.log log4bash_appender_f_roll_format=%Y%m log4bash_appender_f_roll=$TRUE log4bash_appender_f_maxBackupIndex=10 #################################### log4bash_abs(){ if [ "${1:0:1}" == "." ]; then builtin echo ${rootDir}/${1} else builtin echo ${1} fi } log4bash_check_app_dir(){ if [ "$log4bash_LOG_ENABLED" -eq $TRUE ]; then dir=$(log4bash_abs $1) if [ ! -d ${dir} ]; then #log a seperation line mkdir $dir fi fi } # Delete old log files # $1 Log directory # $2 Log filename # $3 Log filename suffix # $4 Max backup index log4bash_delete_old_files(){ ##### Added for testing builtin echo "Running log4bash_delete_old_files $@" &2 ##### if [ "$log4bash_LOG_ENABLED" -eq $TRUE ] && [ -n "$3" ] && [ "$4" -gt 0 ]; then local directory=$(log4bash_abs $1) local filename=$2 local maxBackupIndex=$4 local suffix=$(echo "${3}" | sed -re 's/[^.]/?/g') local logFileList=$(find "${directory}" -mindepth 1 -maxdepth 1 -name "${filename}${suffix}" -type f | xargs ls -1rt) local fileCnt=$(builtin echo -e "${logFileList}" | wc -l) local fileToDeleteCnt=$(($fileCnt-$maxBackupIndex)) local fileToDelete=($(builtin echo -e "${logFileList}" | head -n "${fileToDeleteCnt}" | sed ':a;N;$!ba;s/\n/ /g')) ##### Added for testing builtin echo "log4bash_delete_old_files About to start deletion ${fileToDelete[@]}" &2 ##### if [ ${fileToDeleteCnt} -gt 0 ]; then for f in "${fileToDelete[@]}"; do #### Added for testing builtin echo "Removing file ${f}" &2 #### builtin eval rm -f ${f} done fi fi } #Appender # $1 Log directory # $2 Log file # $3 Log file roll ? # $4 Appender Name log4bash_filename(){ builtin echo "Running log4bash_filename $@" &2 local format local filename log4bash_check_app_dir "${1}" if [ ${3} -eq 1 ];then local formatProp=${4}_roll_format format=${!formatProp} if [ -z ${format} ]; then format=$log4bash_appender_file_format fi local suffix=.`date "+${format}"` filename=${1}/${2}${suffix} # Old log files deletion local previousFilenameVar=int_${4}_file_previous local maxBackupIndexVar=${4}_maxBackupIndex if [ -n "${!maxBackupIndexVar}" ] && [ "${!previousFilenameVar}" != "${filename}" ]; then builtin eval export $previousFilenameVar=$filename log4bash_delete_old_files "${1}" "${2}" "${suffix}" "${!maxBackupIndexVar}" else builtin echo "log4bash_filename $previousFilenameVar = ${!previousFilenameVar}" fi else filename=${1}/${2} fi builtin echo $filename } ######################## Added for testing filename_caller(){ builtin echo "filename_caller Call $1" output=$(log4bash_abs $(log4bash_filename "${log4bash_appender_f_dir}" "${log4bash_appender_f_file}" "1" "log4bash_appender_f" )) builtin echo ${output} } #### Previous logs generation for i in {1101..1120}; do file="${log4bash_appender_f_file}.2012${i:2:3}" builtin echo "${file} $i" touch -m -t "2012${i}0000" ${log4bash_appender_f_dir}/$file done for i in {1..4}; do filename_caller $i done I expect log4bash_filename function to step into the following if only when the calculated log filename is different from the previous one: if [ -n "${!maxBackupIndexVar}" ] && [ "${!previousFilenameVar}" != "${filename}" ]; then For this scenario to apply, I'd need ${!previousFilenameVar} to be correctly set, but it's not the case, so log4bash_filename steps into this if all the time which is really not necessary... It looks like the issue is due to the following line not working properly: builtin eval export $previousFilenameVar=$filename I have a some theories to explain why: in the original code, functions are declared and exported as readonly which makes them unable to modify global variable. I removed readonly declarations in the above sample, but probleme persists. Function calls are performed in $() which should make them run into seperated shell instances so variable modified are not exported to the main shell But I cannot manage to find a workaround to this issue... Any help is appreciated, thanks in advance!

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  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

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  • (Where) Can I learn creating art for my 2D games?

    - by Poorly paid coder
    I'm currently bad at drawing. If I want to create something looking acceptable, it usually takes me hours and hours to fiddle around just to get the basic looks right. I think that I'm not completely skill-less, I just lack simple drawing techniques.. Am I a hopeless case? Where is a good place to start out in drawing for 2D games? I'd like to be able to create acceptably good backgrounds, terrains / tilemaps, characters and weapons

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  • How access PhysicalMaterial from Actor Class?

    - by EmAdpres
    I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon): simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) // For Actors simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) // Everything except Actors ( I guess) the first method, the function just give me the actor which I hit and my question is How I can get that actor's physical material by first parameter ( Other ), in order to make a proper react about it ( for example a proper Sound of collide ) ... A tricky (but hateful ) way which I knew works is, make a Trace from a little back of that actor to that actor, and use HitInfo parameter which include physical Material ! But there should be a more standard way !

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  • Mouse Speed in GLUT and OpenGL?

    - by CroCo
    I would like to simulate a point that moves in 2D. The input should be the speed of the mouse, so the new position will be computed as following new_position = old_position + delta_time*mouse_velocity As far as I know in GLUT there is no function to acquire the current speed of the mouse between each frame. What I've done so far to compute the delta_time as following void Display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1.0f, 0.0f, 0.0f); static int delta_t, current_t, previous_t; current_t = glutGet(GLUT_ELAPSED_TIME); delta_t = current_t - previous_t; std::cout << delta_t << std::endl; previous_t = current_t; glutSwapBuffers(); } Where should I start from here? (Note: I have to get the speed of the mouse because I'm modeling a system) Edit: Based on the above code, delta_time fluctuates so much 34 19 2 20 1 20 0 16 1 1 10 21 0 13 1 19 34 0 13 0 6 1 14 Why does this happen?

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  • non randomic enemy movement implementation

    - by user601836
    I would like to implement enemy movement on a X-Y grid. Would it be a good idea to have a predefined table with an initial X-Y position and a predefined "surveillance path"? Each enemy will follow its path until it detects a player, at this point it will start chasing it using a chasing algorithm. According to a friend of mine this implementation is good because the design of a good path will provide to the user a sort of reality sensation.

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  • How to detect GLSL warnings?

    - by msell
    After compiling a shader with glCompileShader, I can call glGetShaderiv with GL_COMPILE_STATUS to check if the shader compiled successfully. I can also call glGetShaderInfoLog to get information about possible errors, warnings or other info. The information log returned by this function is unspecified. In a tool where users can write their own shaders, I would like to print all errors and warnings from the compilation, but nothing if no warnings or errors were found. The problem is that the GL_COMPILE_STATUS returns only false if the compilation failed and true otherwise. If no problems were found, some drivers return empty info log from glGetShaderInfoLog, but some drivers can return something else such as "No errors.", which I do not want to print to the user. How is this problem generally solved?

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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