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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Adding cards to a vector for computer card game

    - by Tucker Morgan
    I am writing a Card game that has a deck size of 30 cards, each one of them has to be a unique, or at least a another (new XXXX) statement in a .push_back function, into a vector. Right now my plan is to add them to a vector one at a time with four separate, depending on what deck type you choose, collections of thirty .push_back functions. If the collection of card is not up for customization, other than what one of the four suits you pick, is there a quicker way of doing this, seems kinda tedious, and something that someone would have found a better way of doing.

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • *DX11, HLSL* - Colour as 4 floats or one UINT

    - by Paul
    With the DX11 pipeline, would it be much quicker for the vertex buffer to pass one single UINT with one byte per channel to the input assembler, as opposed to three floats? Then the vertex shader would convert the four bytes to four floats, which I guess is the required colour format for the pipeline. In this instance, colour accuracy isn't an issue. The vertex buffer would need to be updated many times per frame, so using a single UINT and saving 12 bytes for every vertex could well be worth it: quicker uploads to vram and also less memory used. But the cost is the extra shader work for every vertex to convert each 8 bits of the input UNIT into a float. Anyone have an idea if it might be worth doing? Or, is it possible for the pipeline to be set to just internally use a four-byte colour format? The swap chain buffer has been initialised as DXGI_FORMAT_R8G8B8A8_UNORM, so ultimately that's how the colour will be written. Thanks!

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • How to attach a sprite to a TMXTiledMap at a particular coordinate, in AndEngine?

    - by shailenTJ
    I am trying to add a sprite at a "grid" location on the tiled map. The TMX tiled Map is like a grid, and you can access the size of the grid by calling mTMXtiledMap.getTileRows() and mTMXtiledMap.getTileColumns(). I want to add an object at grid location, say (2, 5). My tileMap is of size (10,10). How can I do that? There is no function like mTMXTiledMap.addChild(int x, int y, Entity mEntity). I would appreciate any suggestions!

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  • How do I load a libGDX Skin on Android?

    - by Lukas
    I am pretty desperate searching for a solution to load ui skins into my android app (actually it is not my app, it is a tutorial I'm following). The app always crashes at this part: assets.load("ui/defaultskin/defaultskin.json", Skin.class, new SkinLoader.SkinParameter("ui/defaultskin/defaultskin.atlas")); The files are the ones from the bitowl tutorial: http://bitowl.de/day6/ I guess Gdx.files.internal doesn't work on android, since the app crashed with this, too. Thanks for helping me out, Lukas

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  • Question about Target parameter of Matrix.CreateLookAt

    - by manning18
    I have a newbie question that's causing me a little bit of confusion when experimenting with cameras and reading other peoples implementations - does this parameter represent a point or a vector? In some examples I've seen people treat it like a specific point they are looking at (eg a position in the world), other times I see people caching the orientation of the camera in a rotation matrix and simply using the Matrix.Forward property as the "target", and other times it's a vector that's the result of targetPos - camPos and also I saw a camPos + orientation.Forward I was also just playing around with hard-coded target positions with same direction eg 1 to 10000 with no discernible difference in what I saw in the scene. Is the "Target" parameter actually a position or a direction (irrespective of magnitude)? Are there any subtle differences in behaviors, common mistakes or gotchas that are associated with what values you provide, or HOW you provide this paramter? Are all the methods I mentioned above equivalent? (sorry, I've only recently started and my math is still catching up)

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  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Sphere-Sphere intersection and Circle-Sphere intersection

    - by cagirici
    I have code for circle-circle intersection. But I need to expand it to 3-D. How do I calculate: Radius and center of the intersection circle of two spheres Points of the intersection of a sphere and a circle? Given two spheres (sc0,sr0) and (sc1,sr1), I need to calculate a circle of intersection whose center is ci and whose radius is ri. Moreover, given a sphere (sc0,sr0) and a circle (cc0, cr0), I need to calulate the two intersection points (pi0, pi1) I have checked this link and this link, but I could not understand the logic behind them and how to code them. I tried ProGAL library for sphere-sphere-sphere intersection, but the resulting coordinates are rounded. I need precise results.

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  • How should we approach publishing our game from India?

    - by Praveen Sharath
    Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't know any game publishing company. We want to know the following if possible. Will game publishers like BigFishGames.com publish our game even though we are not in USA? We are just students in college. Is it required that we can sell only after we start a company? Is it possible to sign contracts if the publisher wishes to publish our game, while the publisher and developer are in different countries? Thank you

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?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://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

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  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • Cannot convert parameter 1 from 'short *' to 'int *' [closed]

    - by Torben Carrington
    I'm trying to learn pointers and since I recently learned that short int takes up less memory [2 bytes as apposed to the long int's memory usage of 4 which is the default for int] I wanted to create a pointer that uses the memory address of a short integer. I'm following a tutorial in my book about Pointers and it's using the Swap function. The problem is I receive this error the moment I change everything from int to short int: error C2664: 'Swap' : cannot convert parameter 1 from 'short *' to 'int *' 1 Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast Since my code is so small here is the whole thing: void Swap(short int *sipX, short int *sipY) { short int siTemp = *sipX; *sipX = *sipY; *sipY = siTemp; } int main() { short int siBig = 100; short int siSmall = 1; std::cout << "Pre-Swap: " << siBig << " " << siSmall << std::endl; Swap(&siBig, &siSmall); std::cout << "Post-Swap: " << siBig << " " << siSmall << std::endl; return 0; }

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