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oenda

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  1. I need to calculate terrain brush covers how much tiles.And i need to find which tiles has been selected.I use hexagonal tiles.When brush size changed,covered area size changes. I need an algorithm for this problem. I looked to this site : http://www.redblobgames.com/grids/hexagons/ But i couldn't understand. Thanks in advance.   for example: [attachment=24833:pic1.jpg] my editor : [attachment=24834:pic3.jpg]
  2. thanks again.It didn't help.Probably,I will change the game to 3d from 2d.I will use Bullet Physics.
  3. Thank you ,ferrous.I want something like a car.The character must move where it faces.But i don't know how to do this.
  4. Thanks.I increased the value.But it spins at its orbit.And If I don't do something like this ,it doesn't move left/right if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyLinearImpulse(b2Vec2(-speed * UNRATIO,0),body->GetWorldCenter(),true); body->ApplyTorque(100* UNRATIO,true); } If I don't use  body->ApplyLinearImpulse ,it doesn't move left or right   Is there any solution?
  5. thanks for the answer.I tried but it didn't work. if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyTorque(5* UNRATIO,true); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){ body->ApplyTorque(-5* UNRATIO,true); }
  6. Hi.I use SFML with Box2D.I can't rotate the character sprite like GTA 2.My codes:   Update: if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)){ body->ApplyLinearImpulse(b2Vec2(0,-10 * UNRATIO),body->GetWorldCenter(),true); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)){ body->ApplyLinearImpulse(b2Vec2(0,10* UNRATIO),body->GetWorldCenter(),true); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){ body->ApplyLinearImpulse(b2Vec2(-5* UNRATIO,0),body->GetWorldCenter(),true); } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){ body->ApplyLinearImpulse(b2Vec2(5* UNRATIO,0),body->GetWorldCenter(),true); Render: b2Transform trans = body->GetTransform(); animatedSprite.setOrigin(width / 2, height / 2); angle = trans.q.GetAngle(); animatedSprite.setRotation(RADTODEG(angle) ); animatedSprite.setPosition(body->GetWorldCenter().x * RATIO,body->GetWorldCenter().y * RATIO); sf::Time frameTime = frameClock.restart(); animatedSprite.play(*currentAnimation); // update AnimatedSprite animatedSprite.update(frameTime); window.draw(animatedSprite);  I drew the problem.Can you help me?Thanks.
  7. Thanks a lot.Using 3d models(world mesh) will use a lot of RAM?
  8. Hi.I want to know that how game developers create a 3d world?For example Skyim.Are they using terrain algorithms and create a terrain?Or they create a 3d model with 3ds Max/Blender then add physics?I am waiting for your reply   
  9. I didn't change anything except texture loading code.I read examples.I found solution at Opengl example.Problem is not related to UV coordinates.It is related to texture loading.The solution is: GLuint id = 0; { sf::Image image; if (image.loadFromFile(szFilename)) { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } } m_uiImage = id; I don't know why but problem has been solved.Thanks for your help.
  10. This is very strange error.I have an ms3d(milkshape 3d) model.I am rendering it but it doesnt appear correctly.It is covered by repeated white textures.   I load textures with sfml.My texture loading code:   bool CImage::Load(char * szFilename, bool bMipMap) { m_bMipMap = bMipMap; m_szFilename = szFilename; sf::Image img_data; img_data.loadFromFile(m_szFilename); m_uiWidth = img_data.getSize().x; m_uiHeight = img_data.getSize().y; m_uiImage = 0; glGenTextures(1, &m_uiImage); glBindTexture(GL_TEXTURE_2D, m_uiImage); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if(m_bMipMap) { gluBuild2DMipmaps(GL_TEXTURE_2D, 3, m_uiWidth, m_uiHeight, GL_RGB, GL_UNSIGNED_BYTE, img_data.getPixelsPtr()); } else { glTexImage2D(GL_TEXTURE_2D, 0, 3, m_uiWidth, m_uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data.getPixelsPtr()); } return true; }   Any help will be appreciated.
  11. Thanks C0lumbo.It worked :) .I post codes.Maybe, it can help someone. void RenderFrame() { glViewport(0, 0, g_windowWidth, g_windowHeight); //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(112.0f/255.0f,162.0f/255.0f,1,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_PROJECTION); glLoadMatrixf(&g_camera.getProjectionMatrix()[0][0]); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&g_camera.getViewMatrix()[0][0]); glEnable(GL_TEXTURE_2D); Draw_Skybox(0,0,0,500,500,500); // Draw the Skybox glScalef(0.05f,0.05f,0.05f); heli->draw(); glClear(GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(180,0.0f,1.0f,0.0f); glTranslatef(0,0,25); weapon->draw(); glDisable(GL_TEXTURE_2D); RenderText(); }
  12. Thanks Ashaman73. I read wiki and morrowland.com tutorials.But I couldn't.Can you post some code or tutorial link?
  13. I develop a fps game.I attached gun to camera.But i can't put gun to front of objects.In first picture everything is normal.But in the second picture gun is rendering at back.I can scale objects.If i scale objects , i need to raise zfar value.Will the game use more memory if i do that?What can i do otherwise?  
  14. Sorry for late post.I will try it.Thanks :)