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  • Unit turning in navmesh-based pathfinding

    - by Haddayn
    I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I have units of different shapes (mostly rectangles with different dimensions), and with different turn radii. Additionally some of units can turn in place, and some can move in reverse. So, how to find a path which unit can follow, considering that it can not rotate easily?

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • Thread count in Java game

    - by Taylor Hill
    I'm just curious as to what a reasonable number of threads is for a simple 2D mmo in Java. Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is because I use a blocking method on the input stream, and a workaround seems unnecessarily complex if I were to try to get around it without adding threads. This is mostly for my own edification; I don't expect to have 5 million people playing it ever, or even 5, but I'm wondering what a good scalable solution is, and if this is reasonable for a small server (<30 connections).

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  • java 2d game how to make a player jump

    - by user2957632
    Hi I'm making a 2d plat former running game kind of like jetpack joyride fro example were u are constantly running but there is obstacles and u need to jump over them. but I want the character to jump and come back down. here is some of my code. if (listen.ml == true) { if (y > 120) { jump = true; y -= 1; } } if (y == 121 && jump == true) { jump = false; y += 1; }

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  • writing an autopilot for a 2d game with newtonian physics

    - by Jargo
    The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a target object which has speed- and position-vectors and there a spaceship that is controlled by the autopilot. This spaceship also have speed, position and maximum acceleration. The autopilot needs to control the ship that it either collides with the target, Or intercepts the target so that the ship has matching speed and position with the target. Could someone give me some pointers how to achieve this behavior or perhaps even an ready implementation? I am sure someone has written something like this before and there is no point in reinventing the wheel.

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  • When attaching AI to a vehicle should I define all steps or try Line of Sight?

    - by ThorDivDev
    This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible. I am trying to assign AI to a vehicle using the JMonkeyEngine platform. AIGama_JmonkeyEngine explains that if you wish to create a car that follows a path you can define the path in steps. If there was no physics attached whatsoever then all you need to do is define the x,y,z values of where you want the object to appear in all subsequent steps. I am attaching the vehicleControl that implements jBullet. In this case the author mentions that I would need to define the steering and accelerating behaviors at each step. I was trying to use ghost controls that represented waypoints and when on colliding the car would decide what to do next like stopping at a red light. This didn't work so well. Car doesn't face right. public void update(float tpf) { Vector3f currentPos = aiVehicle.getPhysicsLocation(); Vector3f baseforwardVector = currentPos.clone(); Vector3f forwardVector; Vector3f subsVector; if (currentState == ObjectState.Running) { aiVehicle.accelerate(-800); } else if (currentState == ObjectState.Seeking) { baseforwardVector = baseforwardVector.normalize(); forwardVector = aiVehicle.getForwardVector(baseforwardVector); subsVector = pointToSeek.subtract(currentPos.clone()); System.out.printf("baseforwardVector: %f, %f, %f\n", baseforwardVector.x, baseforwardVector.y, baseforwardVector.z); System.out.printf("subsVector: %f, %f, %f\n", subsVector.x, subsVector.y, subsVector.z); System.out.printf("ForwardVector: %f, %f, %f\n", forwardVector.x, forwardVector.y, forwardVector.z); if (pointToSeek != null && pointToSeek.x + 3 >= currentPos.x && pointToSeek.x - 3 <= currentPos.x) { aiVehicle.steer(0.0f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x > currentPos.x) { aiVehicle.steer(-0.5f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x < currentPos.x) { aiVehicle.steer(0.5f); aiVehicle.accelerate(-40); } } else if (currentState == ObjectState.Stopped) { aiVehicle.accelerate(0); aiVehicle.brake(40); } }

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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • Is there a repository of game logic algorithms?

    - by New2This
    I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement some more sophisticated flanking and other tactics, and (as expected) it's pretty tricky. This is a topic I know nothing about. I'm going to keep trying, but it'd be awesome to have some examples or tips to work off of. Is there any place that has a decent set of pseudocode AI algorithms, or tips or advice on the subject, e.g. for 2D tracking?

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  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

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  • Codeigniter .htaccess not working in subdirectory

    - by xzdead
    I have this codeingniter project structure webRoot | |/application | | | |/controllers | | | |/admin | |/public | | | |/admin | | | | | |/css | | |/img | |/css | |/img And this is my .htacess file, located in /public. I use this in every local project running xampp: <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ index.php/$1 [L] </IfModule> <IfModule !mod_rewrite.c> # If we don't have mod_rewrite installed, all 404's # can be sent to index.php, and everything works as normal. # Submitted by: ElliotHaughin ErrorDocument 404 /index.php </IfModule> It works fine in localhost, but doesn't work in a dreamhost server. I always get "no input file specified". So after searching the web and trying lots of combinations, the best I got is this .htaccess file: Options +FollowSymLinks RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^ index.php [L] With this one, if I go to http://development.mydomain.com - I see the codeigniter welcome page But if I go to: http://development.mydomain.com/admin - I see the directory listing of /public/admin and doesn't execute the controller in /application/controllers/admin Again, if I go to: http://development.mydomain.com/admin/admin - I see the private area, it executes the controller and goes to the default controller defined in routes, "dashboard" This works fine too: http://development.mydomain.com/admin/dashboard I have set in my config file: $config['index_page'] = ''; $config['base_url'] = ''; $config['uri_protocol'] = 'AUTO'; I think that whatever is wrong in my .htaccess is causing other path issues I have with my project. Any help would be great. Thanks to all in advance EDIT: I removed this line: RewriteCond %{REQUEST_FILENAME} !-d because admin directory exists, that's why I see the public directory listing. But now I see the codeigniter welcome page when I go to http://development.mydomain.com/admin So now my .htaccess file looks like: Options +FollowSymLinks RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^ index.php [L] #RewriteRule ^(.*)$ /index.php?/$1 [L] I also tried with the commented RewriteRule but I get the same result.

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  • State machine interpreters

    - by saadtaame
    I wrote my own state machine tool in C and at this point I'm faced with two choices for specifying state machines. Crafting a little language and writing a interpreter. Writing a compiler for that language. I know the advantages/disadvantages of each. I'd like to know what choices game programmers have made for their games. If you've used a state machine in your game in any form, I'd be interested in knowing how you did it.

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  • IDirect3DDevice9::GetRenderTargetData() returns no data

    - by P. Avery
    I've got a simple function to get the rendertarget data of an RT( w/default pool ). This particular RT has a resolution of 1x1( it's the 10'th and final mip of a texture ). Here is my code to get data for IDirect3DSurface9 *pTargetSurface: IDirect3DSurface9 *pSOS = NULL; pd3dDevice->CreateOffScreenPlainSurface( 1, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pSOS, NULL ); // get residual energy if( FAILED( hr = pd3dDevice->GetRenderTargetData( pTargetSurface, pSOS ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DDevice9::GetRenderTargetData() at DownsampleArea()", __LINE__, hr ); goto Exit; } // lock surface if( FAILED( hr = pSOS->LockRect( &rct, NULL, D3DLOCK_READONLY ) ) ) { DebugStringDX( ClassName, "Failed to IDirect3DSurface9::LockRect() at DownsampleArea()", __LINE__, hr ); goto Exit; } // get residual energy from downsampled texture pByte = ( BYTE* )rct.pBits; D3DXVECTOR4 vEnergy; vEnergy.z = ( float )pByte[ 0 ] / 255.0f; vEnergy.y = ( float )pByte[ 1 ] / 255.0f; vEnergy.x = ( float )pByte[ 2 ] / 255.0f; vEnergy.w = ( float )pByte[ 3 ] / 255.0f; V( pSOS->UnlockRect() ); All formatting and settings are correct, directx in debug mode shows no errors... The problem is that the 4 bytes above are 0...I know this to be incorrect by using PIX to debug...PIX shows that RGB bytes are 0.078 and Alpah is 1. These values are not less than that which can be represented by a single byte( 1 / 255 ). Any ideas? Am I copying rendertarget data correctly?

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  • Blender 2.6: How to Merge the Pros of Meshes and Surfaces

    - by fridojet
    there are two interesting kinds of objects: Meshes and Surfaces. Each of them offers very cool features. Object Type Specific Features Nice Features of Surfaces: (for example) They're as scalable as vector graphics (really nice!) You can build winding things real simply. Nice Features of Meshes: (for example) You can build organic things really good using the Sculpt Mode and a graphic tablet. You can use some special things like Physics. My Question There are things for which Surfaces are better and things for which Meshes are better. But how can I use both the best features of Surfaces and the best features of Meshes on one object at once? For example: How can I use Physics (like on Meshes) on lossless scalable objects (like Surfaces)? Thanks.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • What is the purpose of the canonical view volume?

    - by breadjesus
    I'm currently learning OpenGL and haven't been able to find an answer to this question. After the projection matrix is applied to the view space, the view space is "normalized" so that all the points lie within the range [-1, 1]. This is generally referred to as the "canonical view volume" or "normalized device coordinates". While I've found plenty of resources telling me about how this happens, I haven't seen anything about why it happens. What is the purpose of this step?

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Process of getting DEJUS rating (Brazil)?

    - by feklee
    I would like to get DEJUS rating for my HTML5 game on the Firefox Marketplace, so that I can tell Mozilla to make the game available to users in Brazil. I want the game to be rated as: Livre (general) Can non-Brazilian citizens request ratings from DEJUS? If so, what documents need to be provided, and in which language? What I have found so far: Submission form in English (note that there is no country field in the address form, and it's necessary to specify CPF/CNPJ) Description of procedure in Portuguese. Process flow chart in Portuguese. Practical guide to rating system in English.

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • How to display a projectile trajectory in c++? [on hold]

    - by sana
    I am trying to make a game of Gorillas in c++ whose specification is somewhat like....... is : "In this game both players should select their position on a level scaled ground. Scale of the ground should be from 0 to 20 divisions, each division corresponding to 10 meters. Each player will enter an angle and initial velocity (limits of both should be defined) and the player will hurl a stone with this velocity at given angle. Stone will make a projectile and if it hits the other player then shooting player wins. A random effect of air should also be incorporated. Air will support one player and resist other. Velocity of air should be generated randomly, within some limits, and subtracted or added in the horizontal velocity of the stone. An arrow of suitable length shall represent air direction and velocity. The player who hits first wins." How do I display the trajectory of the stone????

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • Cocos2d iOS A* Star Path finding help

    - by user32581
    Hello I need help implementing this class https://github.com/sqlboy/tiled-games/tree/master/src into my iOS game. Im using the suggested code of: AStarPathFinder pathFinder = [[AStarPathFinder alloc] initWithTileMap:tileMap collideLayer:@"collide"]; // Optionally, you can set the name of the collide property key and the value it expects. [pathFinder setCollideKey:@"collidable"] // defaults to COLLIDE [pathFinder setCollideValue:@"True"] // defaults to 1 // highlight a path (src and dst are tile coorindates) [pathFinder highlightPathFrom:srcTile to:dstTile]; // move a sprite [pathFinder moveSprite:player from:srcTile to:dstTile atSpeed:0.1f]; I get the following error: Instance method '-initWithTileMap:collideLayer:' not found (return defaults to 'id') This is the official post for the class: http://www.cocos2d-iphone.org/forums/topic/just-pushed-a-cctmxtiledmap-a-pathfinding-class-to-github/ The only other code I added was: #import "AStarPathFinder.h" I think I am perhaps missing something! I am grateful for any help!

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