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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How to perm x from n

    - by sila
    I am writing a bet settling win forms app in c#.So, I have 6 selections, 4 of them have won. I know that using the following formula =FACT(selections)/(FACT(selections-doubles))/FACT(doubles) - taken from excel but now coded into my app and working well- I can work out how many possible doubles ie AB, AC,AD,AE, BC,BD,BE, etc need to be resolved. But what I can't figure out is how to do the acutal calculation. Ie, how can I efficiently code it so that every combination A B C D has been calculated? All my efforts thus far on paper have proved to be ugly and verbose, and I was wondering if anyone could come up with an elegant solution? Ty for all and any help.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • Need to Determine the Engine Status?

    - by user702295
    If you need to establish the status of the engine, begin with this SQL: select status, engine, engine_version,fore_column_name from dm.forecast_history The status of an engine run is stored in the FORECAST_HISTORY table, in the “status” field.  We can also find in that table the FORE_COLUMN_NAME field. This field includes the name of the column in SALES_DATA in which the relevant forecast is stored. Here are the possible statuses: -1, -2 : The engine failed in the initialization phase.  Which means, before the engine manager created the engines.  0 : The engine stopped in the optimization phase.  Which means, after the engines were created.  1: The engine finished the run successfully.  2: Forecast was never calculated for the relevant column that is mentioned in FORE_COLUMN_NAME.  

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  • Essbase Data precision unraveled

    - by THE
    (guest reference added by Nancy) Anyone who has been working with Data import and exoport as well as the Essbase Excel Add In has probably come across a phenomenon that is called data precision: Lots of zeroes are added to any given number that has been calculated by Essbase, and this gets displayed as "10.0000000000001" or "9.99999999999999" instead of a simple "10" . This question is one of the recurring ones that Support get asked over and over again, and we therefore feel the need to give an explanation to it: I would like to point you to the note The Limits of Data Precision in Essbase (Doc ID 1311188.1) which explains in detail why these numbers are showing up and what to do about it.

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  • What makes an application memory bandwidth bound?

    - by TheLQ
    This has been something that's been bothering me for a while: What makes an application memory bandwidth bound? For example, take this monstrosity of a computer that calculated the 5 trillionth digit of pi (and later 10 trillionth digit). I was surprised that they choose the lower but faster 98 GB RAM at 1066 MHz instead of the larger but slower 144 GB at 800 MHz. This is especially surprising considering they are using 22 TB HD array to store the results from computation; more RAM means less need for hard drives. Maybe its because I don't write applications for HPC servers, but how would RAM be the bottleneck? Are there any other non-HPC applications that usually run into this problem?

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  • What are MPEG I, P and B frames?

    - by Fasih Khatib
    I was recently going over MPEG articles and videos to understand how it works. I understand what I, P and B frames do but I do not understand how the prediction is calculated. Assume that I want to record a video of a ball falling from the sky to the ground and then bouncing a couple of times before finally coming to a halt. Also, I am not clear with the concept of the 16x16 macroblock. Please tell me: how prediction is calulated what is macroblock and how it helps in MPEG encoding My references: MPEG Prediction Video on MPEG conversion

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  • Is it bad practice to call a controller action from a view that was rendered by another controller?

    - by marco-fiset
    Let's say I have an OrderController which handles orders. The user adds products to it through the view, and then the final price gets calculated through an AJAX call to a controller action. The price calculation logic is implemented in a seperate class and used in a controller action. What happens is that I have many views from different controllers that need to use that particular action. I'd like to have some kind of a PriceController that I could call an action on. But then the view would have to know about that PriceController and call an action on it. Is it bad practice for a view to call an action on a different controller from which it was rendered?

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  • Is premature optimization really the root of all evil?

    - by Craig Day
    A colleague of mine today committed a class called ThreadLocalFormat, which basically moved instances of Java Format classes into a thread local, since they are not thread safe and "relatively expensive" to create. I wrote a quick test and calculated that I could create 200,000 instances a second, asked him was he creating that many, to which he answered "nowhere near that many". He's a great programmer and everyone on the team is highly skilled so we have no problem understanding the resulting code, but it was clearly a case of optimizing where there is no real need. He backed the code out at my request. What do you think? Is this a case of "premature optimization" and how bad is it really?

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  • Generating Landed Cost Management Charges using Custom Pricing Attributes

    - by ChristineS-Oracle
    Learn how to incorporate Custom Pricing Attributes into Landed Cost Management through a new whitepaper.  The new application, Landed Cost Management (LCM), enables exact shipment charges to be applied to incoming receipts. These charges are calculated using the Freight and Special Charges functionality from Advanced Pricing within the Pricing Transaction Entity of “Purchasing”.Advanced Pricing is very flexible in that custom attributes can be defined to derive specific charges. The way that Landed Cost Management builds these attributes is different from the processing for Advanced Pricing with Purchasing.The whitepaper can be downloaded from document Oracle Advanced Pricing White Papers, Doc ID 136687.1.

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  • How can I permute pairs across a set?

    - by sila
    I am writing a bet settling app in C# and WinForms. I have 6 selections, 4 of them have won. I know that using the following formula from Excel: =FACT(selections)/(FACT(selections-doubles))/FACT(doubles) This is coded into my app and working well: I can work out how many possible doubles (e.g., AB, AC, AD, AE, BC, BD, BE, etc.) need to be resolved. But what I can't figure out is how to do the actual calculation. How can I efficiently code it so that every combination of A, B, C, and D has been calculated? All my efforts thus far on paper have proved to be ugly and verbose: is there an elegant solution to this problem?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Is it bad practise to call a controller action from a view that was rendered by another controller?

    - by marco-fiset
    Let's say I have an OrderController which handles orders. The user adds products to it through the view, and then the final price gets calculated through an AJAX call to a controller action. The price calculation logic is implemented in a seperate class and used in a controller action. What happens is that I have many views from different controllers that need to use that particular action. I'd like to have some kind of a PriceController that I could call an action on. But then the view would have to know about that PriceController and call an action on it. Is it bad practice for a view to call an action on a different controller from which it was rendered?

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  • Oracle Service Contracts – Calculate Estimated Tax with Higher Accuracy

    - by LuciaC-Oracle
    On a Service Contract the tax rate and its effectivity can change over the contract duration.  Hence, service organizations need to provide an accurate picture of the estimated tax that the customer might end up paying.  Prior to Release 12.1.3+, the Oracle Service Contracts application calculated the estimated tax based on the line/ sub line start date.  With Release 12.1.3+ (via Patch 16601269:R12.OKS.B) , new functionality provides users with an option to calculate tax at contract billing schedule level, thereby considering the changes in tax rate effectivity at that level.A new profile option 'OKS: Calculate Tax at Schedule' has been introduced which can be used to control whether the existing or new functionality is used.  If the profile is set to 'Yes' the application calculates tax at the billing schedule level for all lines/ sub lines.  For more details on the implementation steps and functionality, please refer to Doc ID 1676700.1: Oracle Service Contracts – How To Calculate Estimated Tax with Higher Accuracy.

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • Updating query results

    - by Francisco Garcia
    Within a DDD and CQRS context, a query result is displayed as table rows. Whenever new rows are inserted or deleted, their positions must be calculated by comparing the previous query result with the most recent one. This is needed to visualize with an animation new or deleted rows. The model of my view contains an array of the displayed query results. But I need a place to compare its contents against the latest query. Right now I consider my model view part of my application layer, but the comparison of two query result sets seems something that must be done within the domain layer. Which component should cache a query result and which one compare them? Are view models (and their cached contents) supposed to be in the application layer?

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  • Estimating costs in a GOAP system

    - by fullwall
    I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the world state. To provide a fair chance for all Actions and Goals to execute, I'm using a heuristic function to estimate the cost of doing something. What is the best way to estimate this cost so that it is comparable to all the other costs? As an example, estimating the cost of running away from an enemy versus attacking it - how should the cost be calculated to be comparable?

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  • How to simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

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  • Creating a Lazy Sequence of Directory Descendants in C#

    My dear friend Craig Andera posted an implementation of a function that descends into a directory in a "lazy" manner, i.e. you get the first descendant back right away and not after all descendants have been calculated. His implementation was in Clojure, a Lisp variant that runs on the Java VM: (import [java.io File])(defn dir-descendants [dir]  (let [children (.listFiles (File. dir))]    (lazy-cat      (map (memfn getPath) (filter (memfn isFile) children))...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • confusion understanding the fluid 2 column navigation layout

    - by Jason Madux
    I'm trying to understand the following cross-browser layout: http://matthewjamestaylor.com/blog/perfect-2-column-left-menu.htm but I'm having some confusion with some of its parts and there isn't enough information on the page or in the css comments to help me. What is the purpose of the .colleft div? Why can't the 2 columns be directly under the .colmask container? Why does the .colleft div have a right 75%? I don't understand its purpose/benefit. Why don't the widths of .col1 and .col2 add up to 100%? How was left:102% calculated for .col1 and left:6% for .col2? The comments for this are not very clear to me. How is it any different from not even specifiying a left/right css property?

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  • algoritm and structure pseucode [closed]

    - by user72759
    Create entries, which administers the test, which is 20 questions, the responses and fixed the 5 correct answer for each question. Write this test, if the execution of the algorithm to each recipe realisations change the order of questions and answers and responses are notified by user enters the correct answer. 2. Writin' example, where the line 2 is used stack. Create a stack of 20 items that the first element is 1, and the next is calculated by the formula an=an-1+1/an-1. Found this stack items that are whole numbers.

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  • using per pixel collision for an elastic response

    - by Codejoy
    I realize this might be open ended ended but curious if I just did some over kill... I had this http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and i reworked it to work with my animation code in XNA and what not. It works well, but now I want to use this to decide if there was a collision and to have the items (characters) bounce off eachother elastically. Was the per pixel too much and I could of just used a bounding box ? (in fact would that of been preferred for what needs to be calculated in the response for an elastic collision?) Looking for guidance really.

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