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  • Triangle - Rectangle Intersection in 2D

    - by Kevin Boyd
    I had previously asked this for 3D but now I changed my strategy and would like to do the intersection in 2D. The Rectangle is axis aligned and will always be in a fixed position, and has a constant shape and size, basically I want to clip the red areas of the triangles that extend outside the bounds of the rectangle The triangles could be in any position, shape or size, I my code I have a loop where I check the triangles one by one however I am still clueless about the math. I have identified 5 cases of triangle rectangle intersection as shown here. How do I find the intersection points of the triangle and the rectangle?

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  • What to send to server in real time FPS game?

    - by syloc
    What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client sends its position in a fixed interval. With the sending the inputs approach: What should I do if the player is holding down the direction keys? It means I need to send a package to the server in every frame. Isn't it too much? And there is also the rotation of the player from the mouse input. Here is an example: http://www.gabrielgambetta.com/fpm_live.html What about sending the position in fixed interval approach. It sends too few messages to the server. But it also reduces responsiveness. So which way is better?

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  • General directions on developing a server side control system for JS/Canvas Action RPG

    - by Billy Ninja
    Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible. Now I wanna measure roughly how hard it is to implement a server side checking that is agnostic to client input, that does not mess with the game experience so much. I don't wanna waste to much resource on this matter, since it's going to be initially a single player game, that I may or would like to introduce some kind of ranking, trading system later on. I'd rather deliver better more cool game features instead. I don't wanna have to guarantee super fast server response to keep the game going lag free. I'd rather go with more loose discrete control of key variables and instances. Like store user's action on a fifo buffer on the client, and push that actions to the server gradually. I'd love to see a elegant, generic solution that I could plug into my client game logic root (not having to scatter treatments everywhere in my client js) - and have few classes on Node.js server that could handle that - without having to mirror/describe all of my game entities a second time on the server.

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  • How to implement Undo and Redo feature in as3

    - by Swati Singh
    I am going to create an application in that i have to implement an Undo and Redo feature. In the application there will be multiple objects located on stage and user can customize the position of the objects. But when user clicks on Undo the object go back to their default position and after clicking on redo object will move on the new position. So my question is how can i apply these feature in my application? Is there any library or any third party classes? Can some one help me? Thanks in advance.

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • Polygon count target range for MMO being released in 2 years

    - by classer
    What would a realistic poly count target range be for NPC and player models in a 3D MMO that will be released in 2 years? What about poly count target range for the entire camera view (environment, NPC and player meshes)? I read in some places that one should not aim too low if the game will come out in a couple years because technology is always advancing. If you can give some mesh poly stats on what other current MMOs / MMORPGs are running and future projections, that would be great. Thank you.

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Online games programming basics

    - by Renkon
    I am writing with regard to an issue I am having nowadays. I have come up with an interesting idea of making an online game in C#, yet I do not have the knowledge to work with more than a player. Basic games like a TIC-TAC-TOE or a SNAKE were done already, and I would like to do a simple, but online, game. Would you mind giving me some tutorials or guides related to that? I would really like to learn how to work online with the client/server structure (though, I do know the basics about that structure). I look forward to reading from you. Yours faithfully, Renkon.

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  • Who is Jeremiah Owyang?

    - by Michael Hylton
    Q: What’s your current role and what career path brought you here? J.O.: I'm currently a partner and one of the founding team members at Altimeter Group.  I'm currently the Research Director, as well as wear the hat of Industry Analyst. Prior to joining Altimeter, I was an Industry Analyst at Forrester covering Social Computing, and before that, deployed and managed the social media program at Hitachi Data Systems in Santa Clara.  Around that time, I started a career blog called Web Strategy which focused on how companies were using the web to connect with customers --and never looked back. Q: As an industry analyst, what are you focused on these days? J.O.: There are three trends that I'm focused my research on at this time:  1) The Dynamic Customer Journey:  Individuals (both b2c and b2b) are given so many options in their sources of data, channels to choose from and screens to consume them on that we've found that at each given touchpoint there are 75 potential permutations.  Companies that can map this, then deliver information to individuals when they need it will have a competitive advantage and we want to find out who's doing this.  2) One of the sub themes that supports this trend is Social Performance.  Yesterday's social web was disparate engagement of humans, but the next phase will be data driven, and soon new technologies will emerge to help all those that are consuming, publishing, and engaging on the social web to be more efficient with their time through forms of automation.  As you might expect, this comes with upsides and downsides.  3) The Sentient World is our research theme that looks out the furthest as the world around us (even inanimate objects) become 'self aware' and are able to talk back to us via digital devices and beyond.  Big data, internet of things, mobile devices will all be this next set. Q: People cite that the line between work and life is getting more and more blurred. Do you see your personal life influencing your professional work? J.O.: The lines between our work and personal lives are dissolving, and this leads to a greater upside of being always connected and have deeper relationships with those that are not.  It also means a downside of society expectations that we're always around and available for colleagues, customers, and beyond.  In the future, a balance will be sought as we seek to achieve the goals of family, friends, work, and our own personal desires.  All of this is being ironically written at 430 am on a Sunday am.  Q: How can people keep up with what you’re working on? J.O.: A great question, thanks.  There are a few sources of information to find out, I'll lead with the first which is my blog at web-strategist.com.  A few times a week I'll publish my industry insights (hires, trends, forces, funding, M&A, business needs) as well as on twitter where I'll point to all the news that's fit to print @jowyang.  As my research reports go live (we publish them for all to read --called Open Research-- at no cost) they'll emerge on my blog, or checkout the research tab to find out more now.  http://www.web-strategist.com/blog/research/ Q: Recently, you’ve been working with us here at Oracle on something exciting coming up later this week. What’s on the horizon?  J.O.: Absolutely! This coming Thursday, September 13th, I’m doing a webcast with Oracle on “Managing Social Relationships for the Enterprise”. This is going to be a great discussion with Reggie Bradford, Senior Vice President of Product Development at Oracle and Christian Finn, Senior Director of Product Management for Oracle WebCenter. I’m looking forward to a great discussion around all those issues that so many companies are struggling with these days as they realize how much social media is impacting their business. It’s changing the way your customers and employees interact with your brand. Today it’s no longer a matter of when to become a social-enabled enterprise, but how to become a successful one. Q: You’ve been very actively pursued for media interviews and conference and company speaking engagements – anything you’d like to share to give us a sneak peak of what to expect on Thursday’s webcast?  J.O.: Below is a 15 minute video which encapsulates Altimeter’s themes on the Dynamic Customer Journey and the Sentient World. I’m really proud to have taken an active role in the first ever LeWeb outside of Paris. This one, which was featured in downtown London across the street from Westminster Abbey was sold out. If you’ve not heard of LeWeb, this is a global Internet conference hosted by Loic and Geraldine Le Meur, a power couple that stem from Paris but are also living in Silicon Valley, this is one of my favorite conferences to connect with brands, technology innovators, investors and friends. Altimeter was able to play a minor role in suggesting the theme for the event “Faster Than Real Time” which stems off previous LeWebs that focused on the “Real time web”. In this radical state, companies are able to anticipate the needs of their customers by using data, technology, and devices and deliver meaningful experiences before customers even know they need it. I explore two of three of Altimeter’s research themes, the Dynamic Customer Journey, and the Sentient World in my speech, but due to time, did not focus on Adaptive Organization.

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • How to use mipmap in OpenGL-ES

    - by VanDir
    I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the limitation of the images to be in power of two I noticed that the quality of the sprite of my game is a little decreased. I read that we can use mipmap in Android but I have not found a real tutotial. Are they compatible with Android 2.2+ ? Which program creates mipmaps? How do you actually use in code?

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • How to make Rect of irregular shape sprite?

    - by Anil gupta
    I used masking for breaking an image as the below mention pattern now its breaking in different pieces but now i have one issue to make the Rect of each pieces, i need to drag the broken pieces and to adjust at correct position so that i can make again actual images. To drag and put at right positing i need to make Rect but i am not getting idea how to make Rect of this irregular shape, I will be very thankful to you, any idea or code to make rect . My previous Question is: How do I break an image into 6 or 8 pieces of different shapes? Thanks.

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • libgdx spite position relative to body

    - by While-E
    Apologies if this is a reiteration, as I couldn't find another discussion of this over the past couple days. Issue: I'm using libgdx and box2d, and I'm currently updating the sprite's position to the body's current position every render call. Using a debugRenderer to see the bodies, I see that there is fairly noticeable lag between the movement/position of the body and the sprite that is being moved relative to it. Question: Is this lag normal, possibly to perform collisions ahead of time? If not, should I be manipulating/relating the positions differently? Thanks in advance! [Solution] This was a coding error on my part. Pointed out by a good reply below, I was updating the position of the sprite relative to the body and then stepping the physics. Thus never actually setting the sprite to the body's CURRENT position. Thanks!

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  • Random Movement for multiple entities

    - by opiop65
    I have this code for a arraylist of entities. All the entities use the same random and so all of them move in the same direction. How can I change it so it generates a new random number for each entity? public void moveFemale() { for(int i = 0; i < 1000; i++){ random = rand.nextInt(99); } if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } Is this correct? public void moveFemale() { for (Female female: GameFrame.females){ female.lastChangedDirectionTime += elapsedTime; if (female.lastChangedDirectionTime >= CHANGE_DIRECTION_TIME) { female.lastChangedDirectionTime = 0; random = rand.nextInt(100); if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } } }

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • JavaCV IplImage to LWJGL Texture

    - by rendrag
    As a side project I've been attempting to make a dynamic display (for example a screen within a game) that shows images from my webcam. I've been messing around with JavaCV and LWJGL for the past few months and have a basic understanding of how they both work. I found this after scouring google, but I get an error that the ByteBuffer isn't big enough. IplImage img = cam.getFrame(); ByteBuffer buffer = img.asByteBuffer(); int textureID = glGenTextures(); //Generate texture ID glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID //I don't know how much of the following is necessary //Setup wrap mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); //Setup texture scaling filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //Send texture data to OpenGL - this is the line that actually does stuff and that OpenGL has a problem with glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL12.GL_BGR, GL_UNSIGNED_BYTE, buffer); That last line throws this- Exception in thread "Thread-0" java.lang.IllegalArgumentException: Number of remaining buffer elements is 144, must be at least 921600. Because at most 921600 elements can be returned, a buffer with at least 921600 elements is required, regardless of actual returned element count at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162) at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189) at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230) at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2845) at tests.TextureTest.getTexture(TextureTest.java:78) at tests.TextureTest.update(TextureTest.java:43) at lib.game.AbstractGame$1.run(AbstractGame.java:52) at java.lang.Thread.run(Thread.java:679)

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • Questions about an Engine Java

    - by CJ Sculti
    so I am going to start developing Java games (3D) but I have a few questions. So I dont know if I should use an engine or make my own. I feel like I am "cheating" if I use an engine to make my game. Is it frowned upon in the game developing world? What are some advantages and disadvantages to using an engine for my game and is it really that much harder to make my own engine? I know that engines have built in models and textures with easy drag and drop interfaces, would I have any of that if I were to code my own engine? Thanks guys.

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  • Component based game engine issue

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Sprite Kit - containsPoint for SKPhysicsBody?

    - by gj15987
    I have a ball bouncing around the screen. I can pick it up and drag it onto a "bucket". When my touches finish, I use the containsPoint function to check and see if I have dropped the ball onto the bucket. This works fine, however, I actually want to check whether the ball is dropped onto the bucket node's physics body because my "bucket" is actually just an oval, and so I've applied a physics body which is the same shape as the oval, so that the white space around the oval isn't included in the physics simulation. I can't seem to find a "containsPoint" function for physics bodies. Can anyone advise on how I'd check for this? To summarise, I want to drop a node, onto a specific part of another node (or its physics body) and trigger an event. Thanks in advance.

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