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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Logic in Entity Components Systems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

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  • Efficient existing rating system for multiplayer?

    - by Nikolay Kuznetsov
    I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should depends on Rating of opponents in the game room Number of players in game room and final place of a player Person gets rating increase if he plays more games and more frequently If a person leaves a game room (disconnect) before the game ends he should get punished with a high rating decrease I have found two related questions in here Developing an ELO like point system for a multiplayer gaming site Simplest most effective way to rank and measure player skill in a multi-player environment? Please, let me know what would be the most appropriate existing rating model to refer.

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

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  • Best way to implement an AI for Dominion? [on hold]

    - by j will
    I'm creating a desktop client and server backend for the game, Dominion, by Donald X. Vaccarino. I've been reading up on AI techniques and algorithms and I just wanted to what is the best way to implement an AI for such a game? Would it better to look at neural networks, genetic algorithms, decision trees, fuzzy logic, or any other methodology? For those who do not know how Dominion works, check out this part of the wikipedia article: http://en.wikipedia.org/wiki/Dominion_(card_game)#Gameplay

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Drawing of a huge model - How to regain performance?

    - by marc wellman
    I have a huge model I want to draw in my XNA application but because of its size I am experiencing a tremendous loss of performance. The model has about ~50 000 000 edges and has a size on disk of 205 MB in DirectX Format. Please don't ask whether this model has to be that big - yes it has! Is there a way to transfer the model directly to my GPU in order to let the GPU do the drawing like when transferring a VertexBuffer like this: graphicsDevice.Vertices[1].SetSource(_instanceBuffers[i], 0, _sizeofMatrix); because when I try to fill a vertexBuffer with all the vertices I am getting a OutOfMemoryException.

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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