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  • Problems with moving 2D circle/box collision detection

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

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  • Slick & NiftyGUI. Nifty initialize exception

    - by Romeo
    I found my self into trouble when trying to run a Slick game with a Nifty Game State. This is the code: @Override protected void initGameAndGUI(GameContainer container, StateBasedGame game) throws SlickException { initNifty(container, game); } If i run this i get: java.lang.IllegalStateException: The NiftyGUI was already initialized. Its illegal to do so twice. If i delete the call to initNifty() i get another exception:java.lang.IllegalStateException: NiftyGUI was not initialized.

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • Floodfill algorithm for GO

    - by user1048606
    The floodfill algorithm is used in the bucket tool in MS paint and photoshop, but it can also be used for GO and minesweeper. http://en.wikipedia.org/wiki/Flood_fill In go you can capture groups of stones, this website portrays it with two stones. http://www.connectedglobe.com/mindy/cap6.html This is my floodfill method in Java, it is not capturing a group of stones and I have no idea why because to me it makes sense. public void floodfill(int turn, int col, int row){ for(int a = col; a<19; a++){ for(int b = row; b<19; b++){ if(turn == black){ if(stones[col][row] == white){ stones[col][row] = 0; floodfill(black, col-1, row); floodfill(black, col+1, row); floodfill(black, col, row-1); floodfill(black, col, row+1); } } } } } It searches up, down, left, right for all the stones on the board. If the stones are white it captures them by making them 0, which represents empty.

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  • Safe zone implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't. What am I doing wrong? Here's my code: for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } } At ship's death: if(m_state == Ship_Dead && m_saveField==true) { --m_lifeSpan; } if(m_lifeSpan<=0 && m_saveField == true) { m_state = Ship_Alive; m_Vel = Vec2f(0,0); m_Pos.x = app::getWindowWidth()/2; m_Pos.y = app::getWindowHeight()/2; m_lifeSpan = 100; }

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • Initializing entities vs having a constructor parameter

    - by Vee
    I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code: Field.CreateEntity(10, 5, Factory.Player()); This creates a new Player at [10; 5]. I'm using a factory-like class to create entities via composition. This is what the CreateEntity method looks like: public void CreateEntity(int mX, int mY, Entity mEntity) { mEntity.Field = this; TileManager.AddEntity(mEntity, true); GetTile(mX, mY).AddEntity(mEntity); mEntity.Initialize(); InvokeOnEntityCreated(mEntity); } Since many of the components (and also logic) of the entities require to know what the tile they're in is, or what the field they belong to is, I need to have mEntity.Initialize(); to know when the entity knows its own field and tile. The Initialize(); method contains a call to an event handler, so that I can do stuff like this in the factory class: result.OnInitialize += () => result.AddTags(TDLibConstants.GroundWalkableTag, TDLibConstants.TrapdoorTag); result.OnInitialize += () => result.AddComponents(new RenderComponent(), new ElementComponent(), new DirectionComponent()); This works so far, but it is not elegant and it's very open to bugs. I'm also using the same idea with components: they have a parameterless constructor, and when you call the AddComponent(mComponent); method in an entity, it is the entity's job to set the component's entity to itself. The alternative would be having a Field, int, int parameters in the factory class, to do stuff like: new Entity(Field, 10, 5); But I also don't like the fact that I have to create new entities like this. I would prefer creating entities via the Field object itself. How can I make entity/component creation more elegant and less prone to bugs?

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

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

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  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

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  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • SWF file not playing after being published

    - by rsquare
    I'm trying to run the "connector" example that comes bundled with the SmartFoxServer 2X downloads.. There it connects to the server and loads the correct configuration file. When I run it in Adobe Flash Professional 5, it runs correctly and connects to the server but after being published as SWF movie, it doesnt work. It loads the configuration file but can't connect and gives an error connection failure: ERROR 2048. This is the example I'm talking about.

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • Remove gravity from single body

    - by Siddharth
    I have multiple bodies in my game world in andengine. All the bodies affected by gravity but in that I want my specific body does not affected by the gravity. For that solution after research I found that I have to use body.setGravityScale(0) method for my problem solution. But in my andengine extension I don't found that method so please provide guidance about how get access about that method. Also for the above problem any other guidance will be acceptable. Thank You! I apply following code for reverse gravity final Vector2 vec = new Vector2(0, -SensorManager.GRAVITY_EARTH * bulletBody.getMass()); bulletBody.applyForce(vec, bulletBody.getWorldCenter());

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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