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  • Clean Code says to avoid protected variables

    - by Matsemann
    I have a question to a statement in Clean Code. I don't fully understand the reasoning to why we should avoid protected variables. It's from the chapter about Formatting, section about Vertical Distance: Concepts that are closely related should be kept vertically close to each other. Clearly this rule doesn't work for concepts that belong in separate files. But then closely related concepts should not be separated into different files unless you have a very good reason. Indeed, this is one of the reasons that protected variables should be avoided.

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  • “Play Now” via website vs. download & install

    - by Inside
    I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? (* With the exception of Flash-based engines it seems like most of the other approaches have downsides when compared to what is available for desktop-based environments. I'd go with Flash, but I'm worried that Flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.) For simple & short games the Newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "OK, I'm going to download and play that"?

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • j2ee implementing security and using a framwork pros and cons

    - by Ismail Marmoush
    I'm a newbie to j2ee security, and i'm not j2ee expert either, though i'm really willing to put some effort and learn I've an application that i'm about to develop on Google App Engine (GAE) --with no time constraints. As you know GAE handles a lot of web container security issues for you, also I will be using openID for authentication exclusively (sessions will be handled by provider). GAE supports SSL which will help with confidentiality and integrity maybe. Authorization can be done through filters. I know reinventing the wheel is a mess, but I was looking forward to learn something about security and implement that in my new app. so what the pros and cons of using a framework like shiro, spring security, jguard etc or filling the rest of gaps on my own ?

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • How can I make OpenGL textures scale without becoming blurry?

    - by adorablepuppy
    I'm using OpenGL through LWJGL. I have a 16x16 textured quad rendering at 16x16. When I change it's scale amount, the quad grows, then becomes blurrier as it gets larger. How can I make it scale without becoming blurry, like in Minecraft. Here is the code inside my RenderableEntity object: public void render(){ Color.white.bind(); this.spriteSheet.bind(); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(this.x, this.y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(getDrawingWidth(), this.y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(getDrawingWidth(), getDrawingHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(this.x, getDrawingHeight()); GL11.glEnd(); } And here is code from my initGL method in my game class GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.46f,0.46f,0.90f,1.0f); GL11.glViewport(0,0,width,height); GL11.glOrtho(0,width,height,0,1,-1); And here is the code that does the actual drawing public void start(){ initGL(800,600); init(); while(true){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); for(int i=0;i<entities.size();i++){ ((RenderableEntity)entities.get(i)).render(); } Display.update(); Display.sync(100); if(Display.isCloseRequested()){ Display.destroy(); System.exit(0); } } }

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  • Improving performance of fuzzy string matching against a dictionary [closed]

    - by Nathan Harmston
    Hi, So I'm currently working for with using SecondString for fuzzy string matching, where I have a large dictionary to compare to (with each entry in the dictionary has an associated non-unique identifier). I am currently using a hashMap to store this dictionary. When I want to do fuzzy string matching, I first check to see if the string is in the hashMap and then I iterate through all of the other potential keys, calculating the string similarity and storing the k,v pair/s with the highest similarity. Depending on which dictionary I am using this can take a long time ( 12330 - 1800035 entries ). Is there any way to speed this up or make it faster? I am currently writing a memoization function/table as a way of speeding this up, but can anyone else think of a better way to improve the speed of this? Maybe a different structure or something else I'm missing. Many thanks in advance, Nathan

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • Representation of data in application versus database

    - by user1815201
    I'm going to make an application that will be given data to put in a database. The data will for the most part be the same, but the way it is formatted will vary a lot (could be in anything from text files to .xls to .doc). I'm not a very experienced developer, but I can see some potential issues and I want to minimize them. First off I have decided to use the DAO pattern, so that I can easily support new file formats or file suddenly formatted in different ways. What I really wonder about though, is how I should manage the data itself within my application. I'm thinking that the database DAO should have models representing each table of the database with the same relations between them, to make the uploading process easy. But should the filesystem DAO's have to use the same models? I can imaging that when the database changes, the change will suddenly propagate throughout the entire system, all DAOs and models alike. And that is obviously a bad thing. I'm a little bit tired and out of time. Will update with what ever questions you have. Thanks!

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  • Design pattern for animation sequence in LibGDX

    - by kevinyu
    What design pattern to use for sequence of animation that involve different actor in libGDX. For example I am making a game to choose a wolf from a group of sheeps. The first animation played when the game begin is the wolf enter the field that is filled with two sheeps.Then the wolf disguise as a sheep and goes to the center of the screen. Then the game will shuffle the sheeps. After it finished it will ask the player where is the wolf. The game wait for player input. After that the game will show animation to show the player whether their answer is right or wrong. I am currently using State design pattern. There are four states wolfEnterState,DisguiseState,ShuffleState,UserInputState, and answerAnimationState. I feel that my code is messy. I use addAction with action sequence and action completion(new Runnable()) a lot. I feel that the action sequence is getting long. Is there a better solution for this kind of problem

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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • force recompilation of war file including its Jar dependencies

    - by Mik378
    I have a project A (a webapp), depending on project B (B.jar) and this one depending on project C (C.jar). I would like to create a maven goal named "Rebuild War", that clean all compiled code for these 3 projects and rebuild the whole in order to obtain a fresh War file. I tried mvn clean package on project A, but I noticed that B and C are not recompiled. Indeed, B.jar and C.jar that are contained in local repository don't have a changing creation date. Is there an adapted maven command for this requirement ?

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  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • how to develop a common pool of functions?

    - by user975234
    I need to develop an application which runs on the web as well as on mobile platform. I want to make something like a directory where i hold my common functions in respect to web and mobile platform. This is the diagram which describes what i exactly want: I just want to know how do i implement this thing? If you can help me with the technical details that would be great! P.S: I am new to web app and stuff!

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • Web Frameworks caring about persistence?

    - by Mik378
    I have noticed that Play! Framework encompasses persistence strategy (like JPA etc...) Why would a web framework care about persistence ?! Indeed, this would be the job of the server-sides components (like EJB etc...), wouldn't this? Otherwise, client would be too coupled with server's business logic. UPDATE: One answer would be : it's more likely used for simple application including itself the whole business logics. However, for large applications with well-designed layers(services, domain, DAO's etc..), persistence is not recommended within web client layer since there would be several different web(or not) clients.

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  • Technologie Roadmap: Portlet JSR286 vs Widget/Gadget

    - by Aerosteak
    Hello IBM got me confused (again). For many years IBM have been pushing for Portlet Containers with the JSR 168 and later the JSR 286 Specification. 2008-2009, IBM the Lotus division introduced the iWidget Specification. Based on my reading, it is a more dynamic and lightweight version of the Portlets, close to Google Gadget. It uses a different paradigm than Porlet while providing the same features. A major differentiator with this kind of client side technologies is that you don’t need a big and costly Portal infrastructure. To not fall in the ‘It depends on needs’ discussions, let consider the following: * New company, no legacy portlet, no portal in place. What are your thoughts on this?

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  • Improvements to Joshua Bloch's Builder Design Pattern?

    - by Jason Fotinatos
    Back in 2007, I read an article about Joshua Blochs take on the "builder pattern" and how it could be modified to improve the overuse of constructors and setters, especially when an object has a large number of properties, most of which are optional. A brief summary of this design pattern is articled here [http://rwhansen.blogspot.com/2007/07/theres-builder-pattern-that-joshua.html]. I liked the idea, and have been using it since. The problem with it, while it is very clean and nice to use from the client perspective, implementing it can be a pain in the bum! There are so many different places in the object where a single property is reference, and thus creating the object, and adding a new property takes a lot of time. So...I had an idea. First, an example object in Joshua Bloch's style: Josh Bloch Style: public class OptionsJoshBlochStyle { private final String option1; private final int option2; // ...other options here <<<< public String getOption1() { return option1; } public int getOption2() { return option2; } public static class Builder { private String option1; private int option2; // other options here <<<<< public Builder option1(String option1) { this.option1 = option1; return this; } public Builder option2(int option2) { this.option2 = option2; return this; } public OptionsJoshBlochStyle build() { return new OptionsJoshBlochStyle(this); } } private OptionsJoshBlochStyle(Builder builder) { this.option1 = builder.option1; this.option2 = builder.option2; // other options here <<<<<< } public static void main(String[] args) { OptionsJoshBlochStyle optionsVariation1 = new OptionsJoshBlochStyle.Builder().option1("firefox").option2(1).build(); OptionsJoshBlochStyle optionsVariation2 = new OptionsJoshBlochStyle.Builder().option1("chrome").option2(2).build(); } } Now my "improved" version: public class Options { // note that these are not final private String option1; private int option2; // ...other options here public String getOption1() { return option1; } public int getOption2() { return option2; } public static class Builder { private final Options options = new Options(); public Builder option1(String option1) { this.options.option1 = option1; return this; } public Builder option2(int option2) { this.options.option2 = option2; return this; } public Options build() { return options; } } private Options() { } public static void main(String[] args) { Options optionsVariation1 = new Options.Builder().option1("firefox").option2(1).build(); Options optionsVariation2 = new Options.Builder().option1("chrome").option2(2).build(); } } As you can see in my "improved version", there are 2 less places in which we need to add code about any addition properties (or options, in this case)! The only negative that I can see is that the instance variables of the outer class are not able to be final. But, the class is still immutable without this. Is there really any downside to this improvement in maintainability? There has to be a reason which he repeated the properties within the nested class that I'm not seeing?

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  • Game development: “Play Now” via website vs. download & install

    - by Inside
    Heyo, I've spent some time looking over the various threads here on gamedev and also on the regular stackoverflow and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). For simple & short games the newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? Thanks! (* With the exception of flash-based engines it seems like most of the other approaches have these downsides when compared to what is available for desktop-based environments. I'd go with flash, but I'm worried that flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.)

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  • Spring 3 learning curve

    - by Lucian Enache
    I'm coming from a Struts background and I was considering learning the Spring framework. How long would it usually take to get familiarity with Spring Core and Spring MVC modules, keeping in mind that I come from a Struts 1 background ? Beside those two modules are there any other modules that I should focus on ? I know that the time is relative given that everyone has a different learning curve.

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  • OpenGL camera moves faster than player

    - by opiop65
    I have a side scroller game made in OpenGL, and I'm trying to center the player in the viewport when he moves. I know how to do it: cameraX = Width / 2 / TileSize - playerPosX cameraY = Height / 2 / TileSize - playerPosY However, I have a problem. The player and "camera" move, but the player moves faster than the "camera" scrolls. So, the player can actually move out of the screen. Some code, this is how I translate the camera: public Camera(){ } public void update(Player p){ glTranslatef(-p.getPos().x - Main.WIDTH / 64 / 2, -p.getPos().y - Main.HEIGHT / 64 / 2, 1); } Here's how I move the player: public void update(){ if(Keyboard.isKeyDown(Keyboard.KEY_D)){ this.move(MOVESPEED, 0); } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ this.move(-MOVESPEED, 0); } } The move method: public void move(float x, float y){ this.getPos().set(this.getPos().x + x, this.getPos().y + y); } And then after I move the player, I update the player's geometry, which shouldn't matter. What am I doing wrong here, this seems like such a simple problem, yet it doesn't work!

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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