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  • Calculating the 2D edge normals of a triangle

    - by Kazade
    What's a reliable way to calculate a 2D normal vector for each edge of a triangle, so that each normal is pointing outwards from the triangle? To clarify, given any triangle - for each edge (e.g p2-p1), I need to calculate a 2D normal vector pointing away from the triangle at right angles to the edge (for simplicity we can assume that the points are being specified in an anti-clockwise direction). I've coded a couple of hacky attempts, but I'm sure I'm overlooking some simple method and Google isn't being that helpful today - that and I haven't had my daily caffeine yet!

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Should I make the Cells in a Tiledmap as null when my player hits it

    - by Vishal Kumar
    I am making a Tile Based game using Libgdx. I took the idea from SuperKoalio platformer demo by Mario Zencher. When I wanted to implement Collectables in my game , I simply draw the coins using Tiled Map Editor. When my player hits that, I use to set that cell as null. Someday on this site suggested me not to do so... never use null. I agreed. What can be any other way. If I am using layer.setCell(x,y) to set the cell to any other cell... even if an transparent one .. my player seems to be stopped by an invisible object/hurdle. This is my code: for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); try{ type = layer.getCell((int) tile.x, (int) tile.y).getTile().getProperties().get("tileType").toString(); } catch(Exception e){ System.out.print("Exception in Tiles Property"+e); type="nonbreakable"; } //Let us destroy this cell if(("award".equals(type))){ layer.setCell((int) tile.x, (int) tile.y, null); listener.coin(); score+=100; test = ""+layer.getCell(0, 0).getTile().getProperties().get("tileType"); } //DOING THIS GIVES A BAD EFFECT if(("killer".equals(type))){ //player.health--; //layer.setCell((int) tile.x, (int) tile.y, layer.getCell(20,0)); } // we actually reset the player y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (player.velocity.y > 0) { player.position.y = (tile.y - Player.height); } Is this a right approach? OR I should create separate Sprite Class called Coin.

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

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  • 2D object-aligned bounding-box intersection test

    - by AshleysBrain
    Hi all, I have two object-aligned bounding boxes (i.e. not axis aligned, they rotate with the object). I'd like to know if two object-aligned boxes overlap. (Edit: note - I'm using an axis-aligned bounding box test to quickly discard distant objects, so it doesn't matter if the quad routine is a little slower.) My boxes are stored as four x,y points. I've searched around for answers, but I can't make sense of the variable names and algorithms in examples to apply them to my particular case. Can someone help show me how this would be done, in a clear and simple way? Thanks. (The particular language isn't important, C-style pseudo code is OK.)

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • Fair dice over network w/o trusted 3rd party

    - by Kay
    Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. No player may "cheat", i.e. change the outcome to his advantage, or "look into the future" before the next roll. Is that possible? I guess the solution would be something like public key crypto, where each player turns in an encrypted message. After all messages were collected you exchange the keys to decode the messages. Then the sha1(joined string of all decrypted messages) mod 6 + 1 is used to determine the die. The major problem I have: since the message [c/s]hould be anything, I don't know how to prevent tampering with the private keys. Esp. the last player to turn in his key could easily cheat (I guess). The game should even stay fair, if all players "conspire" against one player.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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  • Events Driven Library XNA C#

    - by SchautDollar
    Language: C# w/ XNA Framework Relevant and Hopefully Helpful Background Info: I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication to the GUI. The GUI Controls inherit a base class hooked with the appropriate Interfaces. After a control is made, the programmer can hook the control with a "Frame" or "Module" that will tell the controls when to update and draw with an event. To make a "Frame" or "Module", you would inherit a class with the details coded in. (Kind of how win forms does it.) My reason for doing this is to simplify the process of creating menus with intractable controls. The only way I could think of for making the events for all the controls to function without being class specific would be to typecast a control to an object and typecast it back. (As I have read, this can be terribly inefficient.) Problem: Unfortunately, after I have implemented interfaces into the base classes and changed public delegate void ClickedHandler(BaseControl cntrl); to public delegate void ClickedHandler(Object cntrl, EventArgs e); my game has decreased in performance. This performance could be how I am firing the events, as what happens is the one menu will start fine, but then slowly but surely will freeze up. Every other frame works just fine, I just think it has something to do with the events and... that is why I am asking about them. Question: Is there a better more industry way of dealing with GUI Libraries other then using and implementing Events? Goal: To create a reusable feature rich XNA Control Library implementing performance enhancing standards and so on. Thank-you very much for taking your time to read this. I also hope this will help others possibly facing what I am facing right now.

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • How does one escape the GPL?

    - by tehtros
    DISCLAIMER I don't pretend to know anything about licensing. In fact, everything I say below may be completely false! Backstory: Recently, I've been looking for a decent game engine, and I think I've found one that I really like, Cafu Engine. However, they have a dual licensing plan, where everything you make with the engine is forced under GPL, unless you pay for a commercial license. I'm not saying that it's a bad engine, they even say that they are very relaxed about the licensing fees. However, the fact that it even involves the GPL scares me. So my question is basicly, how does one escape the GPL. Here's an example: The id Tech engine, also known as the Quake engine, or the Doom engine, was the base for the popular Source engine. However, the id Tech engine has been released under the GPL, and the Source engine is proprietary. Did Valve get a different license? Or did they do something to escape the GPL? Is there a way to escape the GPL? Or, if you use GPL'd source code as a base for another project, are you forced to use the GPL, and make your source code available to the world. Could some random person take the id Tech engine, modify it past the point of recognition, then use it as a proprietary engine for commercial products? Or are they required to make it open source. One last thing, I generally have no problem what-so-ever with open source. However I feel that open source has it's place, but that is not in the bushiness world.

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  • Transformation matrix that maps a window

    - by gbhall
    I'm currently learning OpenGL at uni, and they give us questions to help us learn (these are not worth anything), however I'm stuck on this one question and would have to travel over an hour and a half to uni for an answer. How do I do this question? Please include as many steps as you can, I want to be able to follow exactly how to do this. Find the transformation that maps a window whose lower left corner is at (1,1) and upper right corner is at (3,5) onto: The entire device screen whose dimension is (600, 500) A viewport that has lower left corner at (100,100) and upper right corner at (400,400) Edit: Damn sorry I should have added I am meant to find the matrix, so no code.

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  • Handling early/late/dropped packets for interpolation in a 3D multiplayer game

    - by Ben Cracknell
    I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this object could be another player) The packets are sent on a fixed interval, and linear interpolation will be used to smooth the transition between packets. Under normal circumstances, interpolation will occur between the second-to-last packet, and the last packet received. The linear interpolation algorithm is the same as this post: Interpolating positions in a multiplayer game I have the same issue as in that post, but the answers don't seem like they will work in my situation. Consider the following scenario: Normal packet timing, everything is okay The next expected packet is late. That's okay, we'll just extrapolate based on previous positions The late packet eventually arrives with corrections to our extrapolation. Now what do we do with its information? The answers on the above post suggest we should just interpolate to this new packet's position, but that would not work at all. If we have already extrapolated past that point in time, moving back would cause rubber-banding. The issue is similar in the case of an early or dropped packet. So I believe what I am looking for is some way to smoothly deal with new information in an ongoing interpolation/extrapolation process. Since I might be moving on to quadratic or even cubic interpolation, it would be great if the same solutiuon could be applied to those as well.

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • Struggling to get set up with JOGL2.0

    - by thecoshman
    I guess that Game Dev' is a more sensible place for my problem then SO. I did have JOGL1.1 set up and working, but I soon discovered that it did not support the latest OpenGL, so I started work on upgrading to JOGL2.0 it's not gone too well. Firstly, is it worth me trying to get JOGL to work, or should I just move over to LWJGL? I am fairly comfortable with OpenGL (via C++) and from what I did get working with JOGL1.1, I seem to be OK adapting to it. Assuming that I stick with JOGL, am I foolish for trying to use JOGL2.0? From what I can gather, JOGL2.0 is still in beta, but I am willing to go with it as I want to make use of the latest OpenGL I can. I have been using the Eclipse IDE and have set up a user library for JOGL, here is a screen shot of the configuration and I have added this user library to my own Eclipse project. the system variable %JOGL_HOME% points to "C:\Users\edacosh\Downloads\JOGL2.0" so that should work fine. Now, the problem I actually having, when I try to run my code, on the line GLProfile glp = GLProfile.getDefault(); The code stops with the following message... Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/jvm/JVMUtil at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1145) at DiCE.DiCE.<init>(DiCE.java:33) at App.<init>(App.java:17) at App.main(App.java:12) Caused by: java.lang.ClassNotFoundException: com.jogamp.common.jvm.JVMUtil at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 4 more I have also set my project to ensure that it is using jre6 along with jdk6, as I was having some issues. I hope I have given you enough information to be able to help me. It probably doesn't help that I am rather new to Java, been developing in C++ for ages. Thanks

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