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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • Simulating an object floating on water

    - by Aaron M
    I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the main motor or trolling motor, the effect of wind on the object, and the drag of the water on the object. I've been looking at the farseer physics engine, but not having any experience using a physics engine, I am not quite sure that farseer is suitable for this type of thing(Most of the demos seem to be the application of gravity to a vertical top/down type model). Would the farseer engine be suitable? or would a different engine be more suitable?

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • changing body type without change of center of mass

    - by philipp
    I have an box2d project with some bodies in it, which move around without any user interaction. But if the user selects one of the bodies, he should be able to move it around just like he wants to. To keep it short, I want to change the type of the body to "kinematic" while the user controls it and back to "dynamic" afterwards. If I do so the rotation center of the body changes with the change of the type. How can I reset this? The body's fixture is created of a single b2PolygonShape, with its vertices set via SetAsArray(). Greetings philipp EDIT:: So I looked around about setting the local center of bodies. what brought me to this solution: var md = new b2MassData(); this.body.GetMassData( md ); this.body.SetType( b2body.b2_kinematicBody ); this.body.SetMassData( md ); that did not work, so I had a look at the source and found that SetMassData() always returns if the body is not "dynamic". So I tried this: var md = new b2MassData(); this._body.GetMassData( md ); this._body.SetType( b2Body.b2_kinematicBody ); this._body.m_sweep.localCenter.Set( md.center.x, md.center.y ); what actually is modifying the private data of the body. But it works and no errors appear, but can I really do this without the risk of breaking the application, or in other words, under which circumstances could this solution might cause errors? n.b.: I am using box2dweb of the latest release. Greetings philipp

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • Any good C++ Component/Entity frameworks?

    - by Pat
    (Skip to the bold if you want to get straight to my question :) ) I've been dabbling in the different technologies available out there to use. I tried Unity and component based design, managing to get a little guy up and running around a map with basic pathfinding. I really loved how easy it was to program using components, but I wanted a bit more control and something more 2D friendly, so I went with LibGDX. I looked around and found 2 good frameworks for Java, which are Artemis and Apollo. I didn't like Artemis much, so I went with Apollo, which I loved. I managed to integrate it with Box2D and get a little guy running around bouncing balls. Great! But since I want to try out most of the options, there is still C++/SFML that I haven't tried yet. Coming from a Java/C# background, I've always wanted to get my hands dirty with C++. But then, after some looking around, I noticed there aren't any Component-Based frameworks for me to use. There's a somewhat done porting of Artemis, but, aside from not being completely finished, I didn't quite like Artemis even in Java. I found Apollo's approach much more.. logical. So, my question is, are there any good Component/Entity frameworks for C++ that I can use that are similar to Artemis, or preferably, Apollo?

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • Game programming course materials: What should it include?

    - by Esa
    I am tasked to create the course materials for a game programming class, and I’d like your opinion on what aspects and areas of game programming, such as game state management, game object storing or simple AI, should I include in it? The course is intented to be the first step into game programming for students with novice skills in programming. There will be mathematics as well, but I found that there are multiple questions, with good answers, on that subject already.

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • General visual effects to meshes/entities

    - by Pacha
    I am trying to add some visual effects to some entities, meshes, or whatever you want to call them as they are looking pretty dull in my game right now. What I want to achieve is this: http://youtu.be/zox8935PLw0?t=36s (the "texture" gets disintegrated and then goes back to normal, covering the whole mesh.) Also I would like to know what is the best way to add effects like the one in the video to my game (for example, thunder effects, shattering, etc.) I know that I can do some things with shaders, but I haven't learned them too well and I am still in a beginner level. I am using Ogre3D, and GLSL for shaders. Thanks! Note: this is a screen-shot of my game, I want to apply the effect in the video to my main character):

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Fog shader camera problem

    - by MaT
    I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. I don't know how to fix it. Here is the shader code. struct v2f { float4 pos : SV_POSITION; float4 grabUV : TEXCOORD0; float2 uv_depth : TEXCOORD1; float4 interpolatedRay : TEXCOORD2; float4 screenPos : TEXCOORD3; }; v2f vert(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv_depth = v.texcoord.xy; o.grabUV = ComputeGrabScreenPos(o.pos); half index = v.vertex.z; o.screenPos = ComputeScreenPos(o.pos); o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex); return o; } sampler2D _GrabTexture; float4 frag(v2f IN) : COLOR { float3 uv = UNITY_PROJ_COORD(IN.grabUV); float dpth = UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, uv)); dpth = LinearEyeDepth(dpth); float4 wsPos = (IN.screenPos + dpth * IN.interpolatedRay); // Here is the problem but how to fix it float fogVert = max(0.0, (wsPos.y - _Depth) * (_DepthScale * 0.1f)); fogVert *= fogVert; fogVert = (exp (-fogVert)); return fogVert; } Thanks a lot !

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • Dynamic/Adaptive RLE

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • Adding interactive graphical elements to text-based browser game with HTML5

    - by st9
    I'm re-writing an old virtual world/browser based game. It is text and HTML form based with some static graphics. The client is HTML and JS. I want to introduce some interactive graphical elements to certain parts of the game, for example a 'customise character' page, with hooks to server side and local data storage. I want to use HTML5/JS, what is the best approach to designing the web-site? For example could I use Boilerplate and then embed these interactive elements in the page? Thanks

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  • 2D Planet Gravity

    - by baked
    I'm trying to make a simple game where a spaceship is launched and then its path is effected by the gravity of planets. Similar to this game: http://sciencenetlinks.com/interactives/gravity.html I wish to know how to replicate the effect the planets have on the spaceship in this game so a spaceship can 'loop' around a planet to change direction. I have managed to achieve some bogus results where the spaceship loops in a huge ellipse around the planet or is only slightly affected by the gravity of a planet using Vectors. Thanks in advance. p.s I have plenty of coding experience just none to do with game dev.

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  • How do you turn a cube into a sphere?

    - by Tom Dalling
    I'm trying to make a quad sphere based on an article, which shows results like this: I can generate a cube correctly: But when I convert all the points according to this formula (from the page linked above): x = x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0)); y = y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0)); z = z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0)); My sphere looks like this: As you can see, the edges of the cube still poke out too far. The cube ranges from -1 to +1 on all axes, like the article says. Any ideas what is wrong?

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