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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Noob Objective-C/C++ - Linker Problem/Method Signature Problem

    - by Josh
    There is a static class Pipe, defined in C++ header that I'm including. The static method I'm interested in calling (from Objetive-c) is here: static ERC SendUserGet(const UserId &_idUser,const GUID &_idStyle,const ZoneId &_idZone,const char *_pszMsg); I have access to an objetive-c data structure that appears to store a copy of userID, and zoneID -- it looks like: @interface DataBlock : NSObject { GUID userID; GUID zoneID; } Looked up the GUID def, and its a struct with a bunch of overloaded operators for equality. UserId and ZoneId from the first function signature are #typedef GUID Now when I try to call the method, no matter how I cast it (const UserId), (UserId), etc, I get the following linker error: Ld build/Debug/Seeker.app/Contents/MacOS/Seeker normal i386 cd /Users/josh/Development/project/Mac/Seeker setenv MACOSX_DEPLOYMENT_TARGET 10.5 /Developer/usr/bin/g++-4.2 -arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -L/Users/josh/Development/TS/Mac/Seeker/build/Debug -L/Users/josh/Development/TS/Mac/Seeker/../../../debug -L/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/i686-apple-darwin10/4.2.1 -F/Users/josh/Development/TS/Mac/Seeker/build/Debug -filelist /Users/josh/Development/TS/Mac/Seeker/build/Seeker.build/Debug/Seeker.build/Objects-normal/i386/Seeker.LinkFileList -mmacosx-version-min=10.5 -framework Cocoa -framework WebKit -lSAPI -lSPL -o /Users/josh/Development/TS/Mac/Seeker/build/Debug/Seeker.app/Contents/MacOS/Seeker Undefined symbols: "SocPipe::SendUserGet(_GUID const&, _GUID const&, _GUID const&, char const*)", referenced from: -[PeoplePaneController clickGet:] in PeoplePaneController.o ld: symbol(s) not found collect2: ld returned 1 exit status Is this a type/function signature error, or truly some sort of linker error? I have the headers where all these types and static classes are defined #imported -- I tried #include too, just in case, since I'm already stumbling :P Forgive me, I come from a web tech background, so this c-style memory management and immutability stuff is super hazy. Edit: Added full linker error text. Changed "function" to "method" Thanks, Josh

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  • Which Devices Support Javascript Geolocation via navigator.geolocation ?

    - by Maciek
    The iPhone supports geolocation in mobile Safari via the following call: navigator.geolocation.getCurrentPosition( function(pos){ var lat = pos.coords.latitude; var long = pos.coords.longitude; }, function(){ /* Handler if location could not be found */ } ); I'd like to build a good list of devices that have one of the following: support this feature out of the box, or support this feature with an upgrade, or support geolocation with equivalent fidelity of data with some other snippet of Javascript. I'm only familiar with my own device, so this is my list so far: Out of the box: iPhone 3GS Supported, but only with an update iPhone 3G iPhone 2G (?) PC or Mac computer with Firefox 3.5 Supported with some other snippet ? What is the level of support in Blackberry, Android phones, etc?

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  • Grails + GAE - Issue using app.servlet.version=2.5

    - by Taylor L
    Updating the servlet version in application.properties to 2.5 has no affect on the generated web.xml. The generated web.xml is still version 2.4. app.servlet.version=2.5 Also, if I try to execute "run-app" I get the exception below: Running Grails application.. Starting AppEngine generated indices thread. Starting reload monitor thread. [java] Jan 26, 2010 5:27:05 AM com.google.apphosting.utils.jetty.JettyLogger warn [java] WARNING: Failed startup of context com.google.apphosting.utils.jetty.DevAppEngineWebAppContext@4178460d{/,C:\Users\Taylor Leese\workspace\test-gae\web-app} [java] java.lang.IllegalStateException: No such servlet: grails [java] at org.mortbay.jetty.servlet.ServletHandler.updateMappings(ServletHandler.java:953) [java] at org.mortbay.jetty.servlet.ServletHandler.setServletMappings(ServletHandler.java:1037) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.initialize(WebXmlConfiguration.java:305) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configure(WebXmlConfiguration.java:222) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configureWebApp(WebXmlConfiguration.java:180) [java] at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1215) [java] at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) [java] at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.jetty.Server.doStart(Server.java:217) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:188) [java] at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:120) [java] at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) [java] at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) [java] at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) [java] at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) [java] at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) [java] The server is running at http://localhost:8080/ Any ideas how to resolve these issues?

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  • iOS 5 Hanging on ASIHTTPRequests

    - by Tareq
    So I have an app that runs on iOS 3.2 - 4.x. It uses ASIHTTPRequest to make all the REST API calls. Ever since my team and I upgraded three of our iPhone 4's to iOS 5, The app will hang and show the ActivityIndicator indefinitely. I looked at the server logs and the requests aren't hitting the server. However, if I press the iPhone home button then open the app again, the request will go through and I will receive the data, business as normal. For some reason the requests are never triggered until I reopen the app. Another weird tidbit, the app works in Xcode 4.2 and the iPhone simulator. The app also works on an iPad2 with iOS 5 (the app is iPhone only). Would this be an ASIHTTPRequest issue? Not too sure how to pinpoint the issue since there is no crash and only happens on the phone. Any insight would be much appreciated! Thanks.

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  • cakephp site domain change, having 301 issues

    - by veryMickey
    I moved my cakephp site from a subdomain over to a different domain. I handled the permanent redirect in my htaccess file but in the redirect i am losing my neat/clean url handling. old site iphone.gameachievements.org new site gameachievements.org example of current redirect iphone.gameachievements.org/games/jungle-swing - gameachievements.org/index.php?url=games/jungle-swing what i want.. is iphone.gameachievements.org/games/jungle-swing - gameachievements.org/games/jungle-swing here is what my htaccess file looks like... RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ index.php?url=$1 [QSA,L] RewriteCond %{HTTP_HOST} iphone.gameachievements.org RewriteRule (.*) http://gameachievements.org/$1 [R=301,L] any help is appricated thanks m!

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  • Using LCD with Arduino

    - by Nik
    Hi, Is it possible to use any LCD with arduino or I need to stick to some for which the libraries are available. I'm just starting out with arduino and know nothing about interfacing LCDs with arduino. I'm planing to buy Old IPhone LCD as they are cheap and big enough to do something useful with them. Also to use iPhone LCD do I need to add some extra circuit or directly plugging iPhone LCD into arduino will work? I don't care about the touch feature right now.

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  • Problem with Facebook API in iPad application

    - by PARTH
    Hi Guys, I am working on an iPhone application which is to be converted to iPad application. The iPhone app has a facebook and twitter API integrated and when I use the same into the iPad app then the Dialog for facebook API opens same as the size as in iPhone. So it looks very small. So Is there anything that I need to doin the code? Is there seperate API for twitter and facebook for use in iPad? Please Help and Suggest Thanks

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  • What is the iPad user agent?

    - by Yoric
    Now that the iPad craze is officially open, it's time to think websites also for the iPad. From what I gather, the iPad is using iPhone OS, but with a different screen resolution from the iPhone/iPod touch. So suddenly, the assumption that iPhone OS = iPhone screen resolution becomes false. Sounds like many sites may have to revise their user-agent - css mapping. So, can anyone with access to the iPad or the iPad SDK give us the user-agent string? Thanks in advance.

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  • iPad - supports Garbage Collector?

    - by krasnyk
    I know you can't use GC in iPhone applications cause iPhone does not have enough resources to enable that - it would kill the performence. What about iPad. I know they run iPhone OS too, does that mean that CG can't be enabled on the iPad as well?

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  • How can I expose an Objective-C function to JavaScript using WebKit on Mac OS X?

    - by Luke
    I understand to do this on the iPhone you need to trap link requests (as per my other iPhone question UIWebView Expose JavaScript) and you can easily do the reverse and access JavaScript from Obj-C code. However, I would like to have JavaScript be able to call some Objective-C functions that would somehow be registered with WebKit. I assume that you can do this better than trapping links like on the iPhone as on Mac OS X we have access to the full WebKit. I wish to basically do the reverse of Using JavaScript from Objective-C

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  • Spring 3.0 vs J2EE 6.0

    - by StudiousJoseph
    Hi everybody, I'm confronted with a situation... I've been asked to give an advise regarding which approach to take, in terms of J2EE development between Spring 3.0 and J2EE 6.0. I was, and still am, a promoter of Spring 2.5 over classic J2EE 5 development, specially with JBoss, I even migrated old apps to Spring and influenced the re-definition of the development policy here to include Spring specific APIs, and helped the development of a strategic plan to foster more lightweight solutions like Spring + Tomcat, instead of the heavier ones of JBoss, right now, we're using JBoss merely as a Web container, having what i call the "container inside the container paradox", that is, having Spring apps, with most of its APIs, running inside JBoss, So we're in the process of migrating to tomcat. However, with the coming of J2EE 6.0 many features, that made Spring attractive at that time, easy deployment, less-coupling, even some sort of D.I, etc, seems to have been mimicked, in one way or the other. JSF 2.0, JPA 2.0, WebBeans, WebProfiles, etc. So, the question goes... From your point of view, how save, and logical, it is to continue to invest in a non-standard J2EE development framework like Spring given the new perspectives offered by J2EE 6.0? Can we talk about maybe 3 or 4 more years of Spring development, or do you recommend early adoption of J2EE 6.0 APIs and it's practices? I'll appreciate any insights with this...

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  • Launch a new page in Zend/php on button click

    - by BlueMonster
    PHP & Zend Noob here I've downloaded the skeleton project from here: https://github.com/zendframework/ZendSkeletonApplication Say i want to open a new page that simply displays "hello world" text if click on the "ZF2 Development Portal" button(bottom left green button) on the page that launches --- how do i do this? See image: I've read through this tutorial, but i'm not sure how the model, view, or controller are actually launched? See tutorial: http://blog.wilgucki.pl/2012/07/tworzenie-modulw-w-zend-framework-2.html From looking at the code, i know that i will have to change this line of code: <div class="span4"> <h2><?php echo $this->translate('Follow Development') ?></h2> <p><?php echo sprintf($this->translate('Zend Framework 2 is under active development. If you are interested in following the development of ZF2, there is a special ZF2 portal on the official Zend Framework website which provides links to the ZF2 %swiki%s, %sdev blog%s, %sissue tracker%s, and much more. This is a great resource for staying up to date with the latest developments!'), '<a href="http://framework.zend.com/wiki/display/ZFDEV2/Home">', '</a>', '<a href="http://framework.zend.com/zf2/blog">', '</a>', '<a href="http://framework.zend.com/issues/browse/ZF2">', '</a>') ?></p> <p><a class="btn btn-success" href="http://framework.zend.com/zf2" target="_blank"><?php echo $this->translate('ZF2 Development Portal') ?> &raquo;</a></p> </div> More specifically this line: <p><a class="btn btn-success" href="http://framework.zend.com/zf2" target="_blank"><?php echo $this->translate('ZF2 Development Portal') ?> &raquo;</a></p> but i'm really confused as to what i'm supposed to change it to in order to launch a new page. Any ideas? Thanks in advance!

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  • Google appEngine: 404 when accesing /_ah/api

    - by jfu
    I try to build a very simple GAE application, using eclipse and the Google Plugin for Eclipse. I've generated some Endpoint from an @Entity class, then I've generated Cloud Endpoint Client library. After that I've started the appEngine project (within eclipse, on the embedded jetty server). When I try to access /_ah/api I get the following issue: HTTP ERROR 500 Problem accessing /_ah/api/. Reason: Failed to retrieve API configs with status: 404 Caused by: java.io.IOException: Failed to retrieve API configs with status: 404 at com.google.api.server.spi.tools.devserver.ApiServlet.getApiConfigSources(ApiServlet.java:102) at com.google.api.server.spi.tools.devserver.ApiServlet.initConfigsIfNecessary(ApiServlet.java:67) at com.google.api.server.spi.tools.devserver.RestApiServlet.service(RestApiServlet.java:117) at javax.servlet.http.HttpServlet.service(HttpServlet.java:717) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java:511) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1166) at com.google.appengine.api.socket.dev.DevSocketFilter.doFilter(DevSocketFilter.java:74) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.ResponseRewriterFilter.doFilter(ResponseRewriterFilter.java:123) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.HeaderVerificationFilter.doFilter(HeaderVerificationFilter.java:34) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.api.blobstore.dev.ServeBlobFilter.doFilter(ServeBlobFilter.java:63) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.apphosting.utils.servlet.TransactionCleanupFilter.doFilter(TransactionCleanupFilter.java:43) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.StaticFileFilter.doFilter(StaticFileFilter.java:125) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at com.google.appengine.tools.development.DevAppServerModulesFilter.doDirectRequest(DevAppServerModulesFilter.java:368) at com.google.appengine.tools.development.DevAppServerModulesFilter.doDirectModuleRequest(DevAppServerModulesFilter.java:351) at com.google.appengine.tools.development.DevAppServerModulesFilter.doFilter(DevAppServerModulesFilter.java:116) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1157) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:388) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:182) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:765) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:418) What am I doing wrong?

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  • SQL Oracle Combining Multiple Results Rows

    - by Stuav
    I have the below query Select case upper(device_model) when 'IPHONE' then 'iOS - iPhone' when 'IPAD' then 'iOS - iPad' when 'IPOD TOUCH' then 'iOS - iPod Touch' Else 'Android' End As Device_Model, count(create_dtime) as Installs_Oct17_Oct30 From Player Where Create_Dtime >= To_Date('2012-Oct-17','yyyy-mon-dd') And Create_Dtime <= To_Date('2012-Oct-30','yyyy-mon-dd') Group By Device_Model Order By Device_Model This spits out multiple rows of results that read "Android"....I would like there to be only 4 results rows, one for each case....so it comes out like this: Device_Model Installs_Oct17_Oct30 Android 987 iOS - iPad 12003 iOS - iPhone 8563 iOS- iPod Touch 3482

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  • Android - Help needed with designing a screen with either table layout or list views

    - by A. Cusano
    I am currently developing an android app that is to be a counterpart to its sister iphone prototype. My task is to recreate the screen from a design mockup from the iphone app in android, as shown here (can't display an image as a new user - sorry!): http://img.photobucket.com/albums/v439/thrawn891/iphone.jpg What would be the best layouts / views to use for replicating this screen in an activity? Thanks.

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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