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  • ???? ??? ?? ?? ?? (Start Playing The Distribution Game on YouTube)

    유튜브를 활용한 게임 확산 전략 (Start Playing The Distribution Game on YouTube) 권순선, Sang Kim and Jarek Wilkiewicz. Edited version of a presentation recorded at YouTube Korea, Seoul, Nov 2012 유튜브는 매일 8억명 이상이 방문하며 매달 40억 시간 이상 시청되고 있습니다. 게임은 그중에서도 가장 많은 사람들이 시청하는 분야 중 하나입니다. 여러분의 게임을 유튜브와 결합하시면 그 어떤 미디어들보다도 더 효과적으로 동영상 시청자들을 게이머로 전환하실 수 있습니다. 이번 세션에서는 PC, 콘솔게임 그리고 모바일에서 유튜브와 게임을 결합한 재미있는 사례들을 보여 드립니다. 기술적, 사업적으로 가장 좋은 예제들을 알려 드리고, 저희가 가장 좋아하는 게임 플레이 동영상들도 함께 보여 드립니다! From: GoogleDevelopers Views: 85 3 ratings Time: 01:00:02 More in Gaming

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  • How do I render 3d model into directshow virtual camera output

    - by Mr Bell
    I want to provide a virtual webcam via DirectShow that will use the video feed from an existing camera running some tracking software against it to find the users face and then overlay a 3d model oriented just that it appears to move the users face. I am using a third party api to do the face tracking and thats working great. I get position and rotation data from that api. My question is whats the best way to render the 3d model and get into the video feed and out to direct show? I am using c++ on windows xp.

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  • Metric 3d reconstruction

    - by srand
    I'm trying to reconstruct 3D points from 2D image correspondences. My camera is calibrated. The test images are of a checkered cube and correspondences are hand picked. Radial distortion is removed. After triangulation the construction seems to be wrong however. The X and Y values seem to be correct, but the Z values are about the same and do not differentiate along the cube. The 3D points look like as if the points were flattened along the Z-axis. What is going wrong in the Z values? Do the points need to be normalized or changed from image coordinates at any point, say before the fundamental matrix is computed? (If this is too vague I can explain my general process or elaborate on parts)

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  • Mapping Hilbert values to 3D points

    - by Alexander Gladysh
    I have a set of Hilbert values (length from the start of the Hilbert curve to the given point). What is the best way to convert these values to 3D points? Original Hilbert curve was not in 3D, so I guess I have to pick by myself the Hilbert curve rank I need. I do have total curve length though (that is, the maximum value in the set). Perhaps there is an existing implementation? Some library that would allow me to work with Hilbert curve / values? Language does not matter much.

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  • OpenGL ES displaying HUD display Text can't be colored black on top of textured 3D objects

    - by ivanceras
    This is a follow-up of this question on here http://iphonedevelopment.blogspot.com/2010/02/drawing-hud-display-in-opengl-es.html It tackles on the HUD (heads up display) which is based on this tutorial http://stackoverflow.com/questions/2681102/opengl-es-displaying-hud-display-has-no-color-on-top-of-textured-3d-objects I wanted to set the "Text" in color BLACK, but it is more complicated than what I thought. Setting it to some other color other than black "glColor4f(0.0, 0.0, 0.0, 1.0);" is just fine. I assume that the culprit must be in the Blending function "glBlendFunc (GL_ONE, GL_ONE);" I experimented a lot of combinations with no luck. Has anyone experimented on this one on top of textured 3D in the backgrounds working?

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  • Which technology should I choose for 3d globe web application

    - by uther-lightbringer
    Hello, i would like to ask you for an advice. I'm currently developing application in Spring consisting of Spring CRUD application as backend, SpringMVC application as tool for management and third part is where my problem lies as I need have application that renders 3d globe which is fed by data from backend from a data set selected by user (user may switch those at will). It has to be web application (though I would prefer not to implement this in flash/flex), composed of two main parts - main part is classic web GUI where user makes his choices and second part is 3d globe which renders the globe with selected set of data visualised. My question is, what do you think is the best option to implement this? Would be SpringMVC framework usable for this kind of application? I will be gratefull for any leads or directions, thank you.

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  • Changing the Game: Why Oracle is in the IT Operations Management Business

    - by DanKoloski
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Next week, in Orlando, is the annual Gartner IT Operations Management Summit. Oracle is a premier sponsor of this annual event, which brings together IT executives for several days of high level talks about the state of operational management of enterprise IT. This year, Sushil Kumar, VP Product Strategy and Business Development for Oracle’s Systems & Applications Management, will be presenting on the transformation in IT Operations required to support enterprise cloud computing. IT Operations transformation is an important subject, because year after year, we hear essentially the same refrain – large enterprises spend an average of two-thirds (67%!) of their IT resources (budget, energy, time, people, etc.) on running the business, with far too little left over to spend on growing and transforming the business (which is what the business actually needs and wants). In the thirtieth year of the distributed computing revolution (give or take, depending on how you count it), it’s amazing that we have still not moved the needle on the single biggest component of enterprise IT resource utilization. Oracle is in the IT Operations Management business because when management is engineered together with the technology under management, the resulting efficiency gains can be truly staggering. To put it simply – what if you could turn that 67% of IT resources spent on running the business into 50%? Or 40%? Imagine what you could do with those resources. It’s now not just possible, but happening. This seems like a simple idea, but it is a radical change from “business as usual” in enterprise IT Operations. For the last thirty years, management has been a bolted-on afterthought – we pick and deploy our technology, then figure out how to manage it. This pervasive dysfunction is a broken cycle that guarantees high ongoing operating costs and low agility. If we want to break the cycle, we need to take a more tightly-coupled approach. As a complete applications-to-disk platform provider, Oracle is engineering management together with technology across our stack and hooking that on-premise management up live to My Oracle Support. Let’s examine the results with just one piece of the Oracle stack – the Oracle Database. Oracle began this journey with the Oracle Database 9i many years ago with the introduction of low-impact instrumentation in the database kernel (“tell me what’s wrong”) and through Database 10g, 11g and 11gR2 has successively added integrated advisory (“tell me how to fix what’s wrong”) and lifecycle management and automated self-tuning (“fix it for me, and do it on an ongoing basis for all my assets”). When enterprises take advantage of this tight-coupling, the results are game-changing. Consider the following (for a full list of public references, visit this link): British Telecom improved database provisioning time 1000% (from weeks to minutes) which allows them to provide a new DBaaS service to their internal customers with no additional resources Cerner Corporation Saved $9.5 million in CapEx and OpEx AND launched a brand-new cloud business at the same time Vodafone Group plc improved response times 50% and reduced maintenance planning times 50-60% while serving 391 million registered mobile customers Or the recent Database Manageability and Productivity Cost Comparisons: Oracle Database 11g Release 2 vs. SAP Sybase ASE 15.7, Microsoft SQL Server 2008 R2 and IBM DB2 9.7 as conducted by independent analyst firm ORC. In later entries, we’ll discuss similar results across other portions of the Oracle stack and how these efficiency gains are required to achieve the agility benefits of Enterprise Cloud. Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • What's the best/most efficent way to create a semi-intelligent AI for a tic tac toe game?

    - by Link
    basically I am attempting to make a a efficient/smallish C game of Tic-Tac-Toe. I have implemented everything other then the AI for the computer so far. my squares are basically structs in an array with an assigned value based on the square. For example s[1].value = 1; therefore it's a x, and then a value of 3 would be a o. My question is whats the best way to create a semi-decent game playing AI for my tic-tac-toe game? I don't really want to use minimax, since It's not what I need. So how do I avoid a a lot of if statments and make it more efficient. Here is the rest of my code: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> struct state{ // defined int state; // 0 is tie, 1 is user loss, 2 is user win, 3 is ongoing game int moves; }; struct square{ // one square of the board int value; // 1 is x, 3 is o char sign; // no space used }; struct square s[9]; //set up the struct struct state gamestate = {0,0}; //nothing void setUpGame(){ // setup the game int i = 0; for(i = 0; i < 9; i++){ s[i].value = 0; s[i].sign = ' '; } gamestate.moves=0; printf("\nHi user! You're \"x\"! I'm \"o\"! Good Luck :)\n"); } void displayBoard(){// displays the game board printf("\n %c | %c | %c\n", s[6].sign, s[7].sign, s[8].sign); printf("-----------\n"); printf(" %c | %c | %c\n", s[3].sign, s[4].sign, s[5].sign); printf("-----------\n"); printf(" %c | %c | %c\n\n", s[0].sign, s[1].sign, s[2].sign); } void getHumanMove(){ // get move from human int i; while(1){ printf(">>:"); char line[255]; // input the move to play fgets(line, sizeof(line), stdin); while(sscanf(line, "%d", &i) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid move!\n"); fgets(line, sizeof(line), stdin); } if(s[i-1].value != 0){printf("Sorry, That moves already been taken!\n\n");continue;} break; } s[i-1].value = 1; s[i-1].sign = 'x'; gamestate.moves++; } int sum(int x, int y, int z){return(x*y*z);} void getCompMove(){ // get the move from the computer } void checkWinner(){ // check the winner int i; for(i = 6; i < 9; i++){ // check cols if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } for(i = 0; i < 7; i+=3){ // check rows if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } if((sum(s[0].value,s[4].value,s[8].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[0].value,s[4].value,s[8].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} if((sum(s[2].value,s[4].value,s[6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[2].value,s[4].value,s[6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } void playGame(){ // start playing the game gamestate.state = 3; //set-up the gamestate srand(time(NULL)); int temp = (rand()%2) + 1; if(temp == 2){ // if two comp goes first temp = (rand()%2) + 1; if(temp == 2){ s[4].value = 2; s[4].sign = 'o'; gamestate.moves++; }else{ s[2].value = 2; s[2].sign = 'o'; gamestate.moves++; } } displayBoard(); while(gamestate.state == 3){ if(gamestate.moves<10); getHumanMove(); if(gamestate.moves<10); getCompMove(); checkWinner(); if(gamestate.state == 3 && gamestate.moves==9){ printf("The game is a tie :p\n"); break; } displayBoard(); } } int main(int argc, const char *argv[]){ printf("Welcome to Tic Tac Toe\nby The Elite Noob\nEnter 1-9 To play a move, standard numpad\n1 is bottom-left, 9 is top-right\n"); while(1){ // while game is being played printf("\nPress 1 to play a new game, or any other number to exit;\n>>:"); char line[255]; // input whether or not to play the game fgets(line, sizeof(line), stdin); int choice; // user's choice about playing or not while(sscanf(line, "%d", &choice) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid option!\n"); fgets(line, sizeof(line), stdin); } if(choice == 1){ setUpGame(); // set's up the game playGame(); // Play a Game }else {break;} // exit the application } printf("\nThank's For playing!\nHave a good Day!\n"); return 0; }

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  • Performance decrease in every game and application

    - by Márk Vincze
    When I start a game, initially it runs smoothly, but after a couple of minutes, the performance gradually decreases to the point of being unplayable (1-2 FPS). The sound also starts to lag at this point. This does not happen every time I start my PC, usually exiting the game, rebooting, then starting the game again solves the problem, and I can play with perfect FPS for as long as I want. I could not find any deterministic reason when this happens and when doesn't. It happens in every game I tried (SWTOR, Diablo 3, Skyrim), and not even games, but simple applications like a browser or the Control Panel can get unusably slow. This is a brand new PC I bought three months ago, and this problem occurs since the first day I've been using it. Could you provide any advice how to further diagnose the problem? I tried to reinstall Windows, and tried different video card drivers, but it did not help. It would be important to know whether this is a hardware or software problem, because I can use the warranty if it is a hardware issue. (I did not want to return the PC yet, because I can't reproduce the issue deterministically.) Spec of the pc: Motherboard: ASROCK H61M-HVS CPU: INTEL Core i3-2120 3.30GHz 1155 BOX Memory: KINGMAX 4096MB DDR3 1333MHz KIT Video card: GIGABYTE GV-R685OC-1GD HD6850 1GB GDDR5 PCIE HDD: SEAGATE 500GB Barracuda 7200rpm 16MB SATA3 ST500DM002 I am using Windows 7 64 bit. Thanks a lot in advance!

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  • nouveau Unknown Fermi chipset

    - by Abood Mount
    I've installed a fresh install of Ubuntu 13.04 and whenever I start my laptop I get this output error [ 19.469816] nouveau ![ DEVICE][0000:01:00.0] unknown Fermi chipset [ 19.469846] nouveau E[ DEVICE][0000:01:00.0] unknown chipset, 0x0d7000a2 [ 19.469870] nouveau E[ DRM] failed to create 0x80000080, -22 [ 19.470095] nouveau: probe of 0000:01:00.0 failed with error -22 I have Lenovo G580 with nVidia Geforce 710m.

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  • Tears of Steel [Short Movie]

    - by Asian Angel
    In the future a young couple reach a parting of the ways because the young man can not handle the fact that she has a robotic arm. The bitterness of the break-up and bad treatment from her fellow humans lead to a dark future 40 years later where robots are relentlessly hunting and killing humans. Can the man who started her down this dark path redeem himself and save her or will it all end in ruin? TEARS OF STEEL – DOWNLOAD & WATCH [Original Blog Post & Download Links] Tears of Steel – Blender Foundation’s fourth short Open Movie [via I Love Ubuntu] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • DragonRise USB Gamepad not working

    - by Gaurav Butola
    I have a Gamepad which is not working, I say "not working" because I was playing Urban Terror and the game was not responding to the gamepad button presses. How do I get the gamepad to work? I tried it in some other games Torcs, SuperTuxKark, Enemy Territory.... but, Same, there is no response to any of the gamepad button presses. Here is the output of lsusb Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 003: ID 0079:0011 DragonRise Inc. Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub 003 on third line is my Gamepad.

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  • How to get Autocad working with Wine?

    - by gabriel
    I am trying 3 years now installing Autocad,*3ds Max* and Revit architecture on Ubuntu with wine! Every year I am very optimistic 'cause I see the new wine versions already improved. So, now I am starting again in a clean Ubuntu installation to install Autocad 2013 with wine 1.4. I am not trying to have an answer only for me, but I want this community to try and finally we can achieve that! The winetricks have already net framework 4 to install which is the reason I have not already ran to the past Autocad. So, I would like to remove completely my windows 7 partition from my pc and go on a linux machine without loosing the powerfull architectural programms.I know all about Blender and staff so I just want you to help find a solution on that, because I know there is a solution! Maybe I will have to learn all the c++ or python etc. But I am sure that a solution can come with the help of all of us! Any suggestion about this problem will be very nice and helpfull.

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  • how do you read from system.out in Java [closed]

    - by Dan
    I'm trying to create a word scramble game and so far I have taken a vector of randomly assorted strings that contains both words and hints and split them into two vectors. I have randomly scrambled the word and set this all up in text boxes. Right now I'm stuck because I have a text box that takes input but I'm not sure how to read that in? I want the user to type the unscrambled word into the text box and have it calculate as correct and move on to the next word immediately. I also don't know how to get the keys working. I want the "?" character to be the hint button that shows the hint. At the moment the hint box works if I type the question mark in using the System.in but it doesn't work if I type it directly in to the text box. The characters are showing up in the text box but nothing is working after that.

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  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

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  • what would be a good way to implement/render a 2d tiled map for a browser game?

    - by jj_
    I've made this little rpg ruby game I did while learning and now I'd like to make it into a browser game. I've already set up Sinatra framework to serve it, so what I am looking for, before everything else, is a way to represent the game map in browser (location attributes are stored in db). A new map is randomly generated by code for each new game at each game start. For now forget db, and let's say a map (say 100x100 "squares") is stored as a tridimensional array. (x,y, ...) Last "dimension" of array stores who & what is at that map cell: a player, a building, whatever. So all I have to do is render those "squares" or array cells to a 2d tiled map in the browser. The map does not need to refresh or be dynamically fetched as you scroll it, (at least at this stage of development) but, a technology which would allow me to do so in future would be a good reason for choosing it. Things that I thought of: html tables, html5 canvas, some js framework which is designed exactly with this purpose (which I do not know of = please advice). Yes I know about gamequery-js framework, but I've never used it, and I don't know if it's going to slow down everything down to inusability as I'm adding new features (scrolling, ajax). I really don't know of any other alternatives.. maybe there are lighter approaches? Easier or more minimalistic ways ? More targeted js framework which is the right tool for the job? Maybe just some html canvas code, or even simple image maps, or images with absolute positioning will be enough? The thing is I'd like to start simple, and then gradually make it better, so, as I said before, I'd prefer something that will give me room for improvement or is headed toward new web tendencies but which will also give me a bit of gratification in the beginning :) So.. advices are needed! And appreciated! :) Thanks p.s. Flash is excluded because I don't like it.

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  • Language-independent sources on collision detection

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on collision detection? I'd prefer it if kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on collision detection'?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • How do you load in a .bmp file to use it as a height map in C++?

    - by user1324894
    I need to create a terrain that can be used in C++ and opengl and I am told that using a height map is the way to go. I have a .bmp file that is a greyscale image that I would like to use. However, I do not know how to load that greyscale image into the project so that it can be used as a height map or how I can apply a texture to it to create terrain nor how to compute the normals that I'm told will be required. How would I go about achieving what I would like to do?

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