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  • How should I model an economy-based game in code?

    - by Matthew G.
    I'd like to create an economy game based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders," I'd have no problem structuring it like this: Main Control Class Graphics Class Player Class Enemy class I don't understand how I'd do this for larger projects like my economy game. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around?

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  • Delay command execution over sockets

    - by David
    I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. east;south;southwest would wait three move ticks and then output everything from the past couple rooms. The game loop basically calls a Flush and Fill method for each socket during each tick (50ms) private void DoLoop() { Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); while (running) { // for each socket, flush and fill ConnectionMonitor.Update(); stopWatch.Stop(); WaitIfNeeded(stopWatch.ElapsedMilliseconds); stopWatch.Reset(); } } The Fill method fires the command events, but as mentioned before, they currently block using Thread.Sleep. I tried adding a "ready" flag to the state object that attempts to execute the command along with a queue of spammed commands, but it ends up executing one command and queuing up the rest i.e. each subsequent command executes something that got queued up that should've been executed before. I must be missing something about the timer. private readonly Queue<SpammedCommand> queuedCommands = new Queue<SpammedCommand>(); private bool ready = true; private void TryExecuteCommand(string input) { var commandContext = CommandContext.Create(input); var player = Server.Current.Database.Get<Player>(Session.Player.Key); var commandInfo = Server.Current.CommandLookup .FindCommand(commandContext.CommandName, player.IsAdmin); if (commandInfo != null) { if (!ready) { // queue command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo }); return; } if (queuedCommands.Count > 0) { // queue the incoming command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo, }); // dequeue and execute var command = queuedCommands.Dequeue(); command.Info.Command.Execute(Session, command.Context); setTimeout(command.Info.TickLength); return; } commandInfo.Command.Execute(Session, commandContext); setTimeout(commandInfo.TickLength); } else { Session.WriteLine("Command not recognized"); } } Finally, setTimeout was supposed to set the execution delay (TickLength) for that command, and makeReady just sets the ready flag on the state object to true. private void setTimeout(TickDelay tickDelay) { ready = false; var t = new System.Timers.Timer() { Interval = (long) tickDelay, AutoReset = false, }; t.Elapsed += makeReady; t.Start(); // fire this in tickDelay ms } // MAKE READYYYYY!!!! private void makeReady(object sender, System.Timers.ElapsedEventArgs e) { ready = true; } Am I missing something about the System.Timers.Timer created in setTimeout? How can I execute (and output) spammed commands per TickLength without using Thread.Sleep?

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Maven profile properties are not "overriding"

    - by Nazar
    I have Maven multi-module project with such structure: parent-pom-project -- module1 -- module2 At the parent-pom-project I have such pom.xml <modules> <module>module1</module> </modules> ... <profiles> <profile> <id>local</id> <properties> <prop>local_prop</prop> </properties> </profile> <profile> <id>test</id> <modules> <module>module2</module> </modules> <properties> <prop>test_prop</prop> </properties> </profile> </profiles> At all pom.xml files I have such tag: <build> <resources> <resource> <directory>src/main/resources</directory> <filtering>true</filtering> </resource> <resource> <directory>src/test/resources</directory> <filtering>true</filtering> </resource> </resources> </build> At module1 and module2 in resource directory I have properties files with such text: prop=${prop} The problem is that after mvn clean install or mvn clean install -Ptest or even mvn clean install -P test I get prop=local_prop If I user test profile for build module2 is also builded, but properties are used from local profile. I use Maven 3.0.3. Anybody have any ideas?

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

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  • Connecting 2 Vertices in 3DS Max?

    - by Reanimation
    How do you connect two vertices in 3DS Max 2013? I have two vertices which I wish to connect with a line to create an edge. (actually several) I have tried all I can think and done several Google searches but it only comes up with older versions method which say use the "connect" button... But I can't find the connect button on my version (see below) This is what my menu looks like: These are the vertices I'm trying to connect: Basically, I've edited an STL file and deleted some edges and vertices. Now I want to fill the gaps and triangulate what's left. Thanks.

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

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  • Opengl + SDL linking error

    - by me2loveit2
    I am trying to load an image as a texture with opengl using c++ in visual studio 2010. I researched a couple hours online and found the SDL library, then I implemented a simple example and got some linking error I can not seem to figure out. The error log is here: 1Build started 10/20/2012 12:09:17 AM. 1InitializeBuildStatus: 1 Touching "Debug\texture mapping test.unsuccessfulbuild". 1ClCompile: 1 All outputs are up-to-date. 1 texture mapping test.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1texture mapping test.obj : error LNK2019: unresolved external symbol _IMG_Load referenced in function "void __cdecl display(void)" (?display@@YAXXZ) 1MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol main referenced in function __tmainCRTStartup 1C:\Users\Me\Documents\Visual Studio 2010\Projects\Programming projects\texture mapping test\Debug\texture mapping test.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:02.45 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Can someone please help me!! I am at a desperate point right now. I downloaded the SDL, and copied all the .h file into: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include I added the .lib (x86) files into://as a not i tried the (x64) file too but got the exact same error C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib and the .dll(x86) into: C:\Windows\System32 For implementing textures, I used the simple sample code from: http://www.sdltutorials.com/sdl-tip-sdl-surface-to-opengl-texture Please let me know if you can see me doing something wrong, or know how I can fix this!! Thanks Phil

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  • Why is this 8 puzzle unsolvable?

    - by Ashwin
    I am developing a 8 puzzle game. I went through the rules in this (see Detecting Unsolvable Puzzles) link, which tell you how to detect if an initial state is unsolvable. It says that if the number of inversions is odd, then the goal state cannot be reached and if even the goal state can be reached. Inversion is defined as Given a board, an inversion is any pair of blocks i and j where i < j but i appears after j when considering the board in row-major order (row 0, followed by row 1, and so forth). There is a 8-puzzle solver(applet) here. Choose 8-puzzle from the options. 1,0,3,2,4,5,6,7,8 and 7,0,2,8,5,3,6,4,1 As you can see both of them contain an even number of inversions. Still the program says that the puzzle is unsolvable. So is the Princeton link wrong?

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  • Alternatives to the GPL

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • The most efficent ways for drawing lines all day long with OpenGL

    - by nkint
    I'd like to put a computer screen that is running an OpenGL programs in a room. It has to run all day long (not in the night). I'd like to draw lines that are slowly fading in the background. The setting is simple: a uniform color background (say, black) and colored lines (say, white) that are slowly fading out. With slowly I mean.. hours. Say that the first line I draw is with alpha 255 (fully visible), after one hours is 240. After 10 hours is 105. One line could have 250 points and there will be like 300 line in one day. For now I have done a prototype with very rudimentary method like: glBegin( GL_LINE_STRIP ); iterator = point_list.begin(); for (++iterator, end = point_list.end(); iterator != end; ++iterator) { const Vec3D &v = *iterator; glVertex2f(v.x(), v.y()); } glEnd(); More efficient method?

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  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

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  • Simple 2 player server

    - by Sourabh Lal
    I have recently started learning javascript and html and have developed simple 2 player games such as tick-tack-toe, battleship, and dots&boxes. However these 2 player games can only be played on one computer (i.e. the 2 players must sit together) However, I want to modify this so that one can play with a friend on a different computer. Any suggestions on how this is possible? Also since I am a beginner please do not assume that I know all the jargon.

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • Remove enemy when bullet hits enemy

    - by jordi12100
    For my education I have to make a basic game in HTML5 canvas. The game is a shooter game. When you can move left - right and space is shoot. When I shoot the bullets will move up. The enemy moves down. When the bullet hits the enemy the enemy has to dissapear and it will gain +1 score. But the enemy will dissapear after it comes up the screen. Demo: http://jordikroon.nl/test.html space = shoot + enemy shows up This is my code: for (i=0;i<enemyX.length;i++) { if(enemyX[i] > canvas.height) { enemyY.splice(i,1); enemyX.splice(i,1); } else { enemyY[i] += 5; moveEnemy(enemyX[i],enemyY[i]); } } for (i=0;i<bulletX.length;i++) { if(bulletY[i] < 0) { bulletY.splice(i,1); bulletX.splice(i,1); } else { bulletY[i] -= 5; moveBullet(bulletX[i],bulletY[i]); for (ib=0;ib<enemyX.length;ib++) { if(bulletX[i] + 50 < enemyX[ib] || enemyX[ib] + 50 < bulletX[i] || bulletY[i] + 50 < enemyY[ib] || enemyY[ib] + 50 < bulletY[i]) { ++score; enemyY.splice(i,1); enemyX.splice(i,1); } } } } Objects: function moveBullet(posX,posY) { //console.log(posY); ctx.arc(posX, (posY-150), 10, 0 , 2 * Math.PI, false); } function moveEnemy(posX,posY) { ctx.rect(posX, posY, 50, 50); ctx.fillStyle = '#ffffff'; ctx.fill(); }

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • It's possible to fulfill the social necessity of a human being through a social game in 3D like IMVU?

    - by Totty
    (I'm not advertising nor promoting this game, as it's just an example of my experience and I would like to have your opinion about the matter if possible) I've been started researching "things" about games and I've decided to begin to play IMVU as a friend of mine said it's cool. At first it seemed just another 3d social game, not so cool.. But I've "tried to like" and after 1 day I can say I'm addicted to it! Yes; I will explain better: About the game: You can go in chat-rooms, move to positions. Some positions are like sitting in a sofa, floor, dancing alone or with a partner, kissing and more in this way. In the free version of the game there is no nudity. You can even listen to music, view youtube... The 3d graphics are quite low end, so it's not as real as the paid PC games of today. About my experience: At first I was going with my friend in chat-rooms, they seemed very nice. There were people talking about general stuff, quite like in a real life. Well, I begin to know some girls (yes, virtual girls commanded by a real girl, I hope!). Things happened: Some girls are just crazy, not like in real life, they make out in before even talking; Other girls you can speak a little bit, then they add you to their friend-list. Sometimes they invite to their virtual places. Some girls have really IMVU boyfriends only (but not in reality) and most of them don't even make up in the game, so it's really a level of commitment involved here! But from what my friend told they last for him, at least, about 3 days... Some others have real and IMVU boyfriends that are the same. Until now I haven't find a girl with different boyfriend in the IMVU and reality. Nor multiple boyfriends. There are rooms where the same people find each selves every day and speak about general stuff, relationships and so on... They are nice with you, they "feel" you and show careness. This is what amazes me, they treat you like a real human being and as being their friend in the real world. (of course it's not always like this) There are jealous girls too and competitiveness between females lol, I know you loled! This is kind of social. So today I closed my door in my room and I've played it all day long and guess what, I didn't feel a need to stay with a real person at all. Normally, If I would stay a full day alone I would get quite crazy... So the question is: It's just me that seemed to be able to fulfill my social needs or there is something more? thanks for your precious time for reading my full question,

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