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  • Convert Chinese character .wav song into .mp3 or .wma on English OS

    - by Jack
    I have bunch of Chinese .wav files on my hard disk that I'm trying to convert into .mp3 with Audacity but it appear that Audacity can not read Chinese character songs but the .wav file display correctly on my 32 bits Win7 Ultimate(English) pc. I have to rename these Chinese character songs into English file name in order to convert them. Does anyone know if there is any software (prefer open source) that will take Chinese character file name(.wav) and convert it into .mp3 without renaming the file?

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  • Overlay 2d weapon sprite over character sprite ?

    - by Mr.Gando
    Hello, I'm working on a game where my character needs to be able to have different weapons. For that I think that somehow overlaying the weapon over the moving sprite would be the correct choice, but I'm not sure about how could I do this. Assuming my Character spritesheet looks like this: And my preliminar weapon spritesheet ( haven't decided on a fixed square size for the weapon yet ), looks like this: How would you make the overlay to set the weapon correctly over the character hand for each of his frames? I know that one way would be just to have a weapon frame the same size as my character sprites, and overlay those too, but I think that if the game has way too much weapons (say 15 different kinds of one hand weaps) this could get pretty insane ( having one weapon sprite sheet the same size as the character sprite sheet for each type of weapon ) Do you guys have any advice on how to implement this? (supporting overlaying the weapon sprites over the character sprites) Thanks!

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  • How to detect the character encoding of a text file?

    - by Cédric Boivin
    I try to detect which character encoding is used in my file. I try with this code to get the standard encoding public static Encoding GetFileEncoding(string srcFile) { // *** Use Default of Encoding.Default (Ansi CodePage) Encoding enc = Encoding.Default; // *** Detect byte order mark if any - otherwise assume default byte[] buffer = new byte[5]; FileStream file = new FileStream(srcFile, FileMode.Open); file.Read(buffer, 0, 5); file.Close(); if (buffer[0] == 0xef && buffer[1] == 0xbb && buffer[2] == 0xbf) enc = Encoding.UTF8; else if (buffer[0] == 0xfe && buffer[1] == 0xff) enc = Encoding.Unicode; else if (buffer[0] == 0 && buffer[1] == 0 && buffer[2] == 0xfe && buffer[3] == 0xff) enc = Encoding.UTF32; else if (buffer[0] == 0x2b && buffer[1] == 0x2f && buffer[2] == 0x76) enc = Encoding.UTF7; else if (buffer[0] == 0xFE && buffer[1] == 0xFF) // 1201 unicodeFFFE Unicode (Big-Endian) enc = Encoding.GetEncoding(1201); else if (buffer[0] == 0xFF && buffer[1] == 0xFE) // 1200 utf-16 Unicode enc = Encoding.GetEncoding(1200); return enc; } My five first byte are 60, 118, 56, 46 and 49. Is there a chart that shows which encoding matches those five first bytes?

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  • Don't break header/footer when making page landscape format

    - by Steeven
    I have a document with a footer with page numbering and a header with some centered text. Long story short: I flipped one page to landscape format. Long story long: I made a forced page break to get a blank page. I then highlighted this page (that is, I highlighted the empty line on this page) and went to the page proporties menu window, clicked on the landscape format button, and chose to apply this setting for the highlighted text only. The result: All that is of course no big deal, and my page is flipped the 90 degrees as wished - but my header and footer break! They disappear from this page... and actually also from the next page (which is still upright portrait format), which is weird. And then the header and footer is back on the following pages again, though the page numbering restarts from 1. On this screenshot you can see that the previous and the following pages have headers and footers, but not the flipped one and not the page following the flipped one. What just happened here? How can I make the page numbering continue without restarting first of all, and then, how can I keep the header and footer on at least the upright page, that suddenly doesn't have them?

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Perl numerical sorting: how to ignore leading alpha character [migrated]

    - by Luke Sheppard
    I have a 1,660 row array like this: ... H00504 H00085 H00181 H00500 H00103 H00007 H00890 H08793 H94316 H00217 ... And the leading character never changes. It is always "H" then five digits. But when I do what I believe is a numerical sort in Perl, I'm getting strange results. Some segments are sorted in order, but then a different segment starts up. Here is a segment after sorting: ... H01578 H01579 H01580 H01581 H01582 H01583 H01584 H00536 H00537 H00538 H01585 H01586 H01587 H01588 H01589 H01590 ... What I'm trying is this: my @sorted_array = sort {$a <=> $b} @raw_array; But obviously it is not working. Anyone know why?

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  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

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  • how to use string::find to look for a word rather each character seperately

    - by RubyKing
    Hello how would I look through a string for a word rather then each character in that word. I have my code here and it always seems to find everything that is .obj even if its o or b or j or "." is there anyway to get passed this here is my code? I checked the docuementation here link but nothing returned any results I craved so hard string &str = *it; if(it->find(".obj")) { cout << "Found .Obj" << endl; } I also tried to use string::compare but that failed :(

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  • Error in Postgres execute

    - by RAJA
    I'm using this function... -- Function: dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) -- DROP FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying); CREATE OR REPLACE FUNCTION dbo.sp_acc_createaccount(IN in_orgmgrtype character varying, INOUT in_parentid integer, IN in_levelid integer, IN in_name character varying, IN in_phone character varying, IN in_webpage character varying, IN in_owner character varying, OUT out_accountid integer) RETURNS record AS $BODY$ DECLARE l_CoID int; l_CurrID int; l_OrgMgrId int; errmsg varchar(250); BEGIN IF in_ParentID = -1 THEN errmsg := 'execute sp_Acc_GetCompanyIDForUser failed'; l_CoID := dbo.sp_Acc_GetCompanyIDForUser(in_user); IF l_CoID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetCompanyIDForUser failed'; END IF; errmsg := 'execute sp_Acc_GetOrgMgrIDForCompany failed'; l_OrgMgrID := dbo.sp_Acc_GetOrgMgrIDForCompany(in_OrgMgrType, l_CoID); IF l_OrgMgrID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetOrgMgrIDForCompany failed'; END IF; in_ParentID := l_OrgMgrID; ELSE errmsg := 'Select orgmgrid failed'; SELECT OrgMgrID INTO l_CurrID FROM dbo.OrgMgr WHERE Name = in_Name AND ParentID = in_ParentID; END IF; -- if not, add it IF l_CurrID IS NULL THEN errmsg := 'Insert into orgmgr(account creation) failed'; INSERT INTO dbo.OrgMgr (ParentID, LevelID, Name, PrimaryPhone, WebPage, Owner) VALUES (in_ParentID, in_LevelID, in_Name, in_Phone, in_WebPage, in_Owner); out_AccountID := currval('dbo.OrgMgr_accountid_seq'); ELSE out_AccountID := -1; END IF; COMMIT; EXCEPTION WHEN RAISE_EXCEPTION THEN out_AccountID := 99; RAISE NOTICE 'ERROR : %',errmsg; WHEN OTHERS THEN out_AccountID := 99; RAISE EXCEPTION 'ERROR : %',errmsg; END $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 100; ALTER FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) OWNER TO postgres; But.. it's showing error in execute time .. ERROR: SPI_execute_plan failed executing query "ROLLBACK": SPI_ERROR_TRANSACTION

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  • Parallelism in .NET – Part 3, Imperative Data Parallelism: Early Termination

    - by Reed
    Although simple data parallelism allows us to easily parallelize many of our iteration statements, there are cases that it does not handle well.  In my previous discussion, I focused on data parallelism with no shared state, and where every element is being processed exactly the same. Unfortunately, there are many common cases where this does not happen.  If we are dealing with a loop that requires early termination, extra care is required when parallelizing. Often, while processing in a loop, once a certain condition is met, it is no longer necessary to continue processing.  This may be a matter of finding a specific element within the collection, or reaching some error case.  The important distinction here is that, it is often impossible to know until runtime, what set of elements needs to be processed. In my initial discussion of data parallelism, I mentioned that this technique is a candidate when you can decompose the problem based on the data involved, and you wish to apply a single operation concurrently on all of the elements of a collection.  This covers many of the potential cases, but sometimes, after processing some of the elements, we need to stop processing. As an example, lets go back to our previous Parallel.ForEach example with contacting a customer.  However, this time, we’ll change the requirements slightly.  In this case, we’ll add an extra condition – if the store is unable to email the customer, we will exit gracefully.  The thinking here, of course, is that if the store is currently unable to email, the next time this operation runs, it will handle the same situation, so we can just skip our processing entirely.  The original, serial case, with this extra condition, might look something like the following: foreach(var customer in customers) { // Run some process that takes some time... DateTime lastContact = theStore.GetLastContact(customer); TimeSpan timeSinceContact = DateTime.Now - lastContact; // If it's been more than two weeks, send an email, and update... if (timeSinceContact.Days > 14) { // Exit gracefully if we fail to email, since this // entire process can be repeated later without issue. if (theStore.EmailCustomer(customer) == false) break; customer.LastEmailContact = DateTime.Now; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Here, we’re processing our loop, but at any point, if we fail to send our email successfully, we just abandon this process, and assume that it will get handled correctly the next time our routine is run.  If we try to parallelize this using Parallel.ForEach, as we did previously, we’ll run into an error almost immediately: the break statement we’re using is only valid when enclosed within an iteration statement, such as foreach.  When we switch to Parallel.ForEach, we’re no longer within an iteration statement – we’re a delegate running in a method. This needs to be handled slightly differently when parallelized.  Instead of using the break statement, we need to utilize a new class in the Task Parallel Library: ParallelLoopState.  The ParallelLoopState class is intended to allow concurrently running loop bodies a way to interact with each other, and provides us with a way to break out of a loop.  In order to use this, we will use a different overload of Parallel.ForEach which takes an IEnumerable<T> and an Action<T, ParallelLoopState> instead of an Action<T>.  Using this, we can parallelize the above operation by doing: Parallel.ForEach(customers, (customer, parallelLoopState) => { // Run some process that takes some time... DateTime lastContact = theStore.GetLastContact(customer); TimeSpan timeSinceContact = DateTime.Now - lastContact; // If it's been more than two weeks, send an email, and update... if (timeSinceContact.Days > 14) { // Exit gracefully if we fail to email, since this // entire process can be repeated later without issue. if (theStore.EmailCustomer(customer) == false) parallelLoopState.Break(); else customer.LastEmailContact = DateTime.Now; } }); There are a couple of important points here.  First, we didn’t actually instantiate the ParallelLoopState instance.  It was provided directly to us via the Parallel class.  All we needed to do was change our lambda expression to reflect that we want to use the loop state, and the Parallel class creates an instance for our use.  We also needed to change our logic slightly when we call Break().  Since Break() doesn’t stop the program flow within our block, we needed to add an else case to only set the property in customer when we succeeded.  This same technique can be used to break out of a Parallel.For loop. That being said, there is a huge difference between using ParallelLoopState to cause early termination and to use break in a standard iteration statement.  When dealing with a loop serially, break will immediately terminate the processing within the closest enclosing loop statement.  Calling ParallelLoopState.Break(), however, has a very different behavior. The issue is that, now, we’re no longer processing one element at a time.  If we break in one of our threads, there are other threads that will likely still be executing.  This leads to an important observation about termination of parallel code: Early termination in parallel routines is not immediate.  Code will continue to run after you request a termination. This may seem problematic at first, but it is something you just need to keep in mind while designing your routine.  ParallelLoopState.Break() should be thought of as a request.  We are telling the runtime that no elements that were in the collection past the element we’re currently processing need to be processed, and leaving it up to the runtime to decide how to handle this as gracefully as possible.  Although this may seem problematic at first, it is a good thing.  If the runtime tried to immediately stop processing, many of our elements would be partially processed.  It would be like putting a return statement in a random location throughout our loop body – which could have horrific consequences to our code’s maintainability. In order to understand and effectively write parallel routines, we, as developers, need a subtle, but profound shift in our thinking.  We can no longer think in terms of sequential processes, but rather need to think in terms of requests to the system that may be handled differently than we’d first expect.  This is more natural to developers who have dealt with asynchronous models previously, but is an important distinction when moving to concurrent programming models. As an example, I’ll discuss the Break() method.  ParallelLoopState.Break() functions in a way that may be unexpected at first.  When you call Break() from a loop body, the runtime will continue to process all elements of the collection that were found prior to the element that was being processed when the Break() method was called.  This is done to keep the behavior of the Break() method as close to the behavior of the break statement as possible. We can see the behavior in this simple code: var collection = Enumerable.Range(0, 20); var pResult = Parallel.ForEach(collection, (element, state) => { if (element > 10) { Console.WriteLine("Breaking on {0}", element); state.Break(); } Console.WriteLine(element); }); If we run this, we get a result that may seem unexpected at first: 0 2 1 5 6 3 4 10 Breaking on 11 11 Breaking on 12 12 9 Breaking on 13 13 7 8 Breaking on 15 15 What is occurring here is that we loop until we find the first element where the element is greater than 10.  In this case, this was found, the first time, when one of our threads reached element 11.  It requested that the loop stop by calling Break() at this point.  However, the loop continued processing until all of the elements less than 11 were completed, then terminated.  This means that it will guarantee that elements 9, 7, and 8 are completed before it stops processing.  You can see our other threads that were running each tried to break as well, but since Break() was called on the element with a value of 11, it decides which elements (0-10) must be processed. If this behavior is not desirable, there is another option.  Instead of calling ParallelLoopState.Break(), you can call ParallelLoopState.Stop().  The Stop() method requests that the runtime terminate as soon as possible , without guaranteeing that any other elements are processed.  Stop() will not stop the processing within an element, so elements already being processed will continue to be processed.  It will prevent new elements, even ones found earlier in the collection, from being processed.  Also, when Stop() is called, the ParallelLoopState’s IsStopped property will return true.  This lets longer running processes poll for this value, and return after performing any necessary cleanup. The basic rule of thumb for choosing between Break() and Stop() is the following. Use ParallelLoopState.Stop() when possible, since it terminates more quickly.  This is particularly useful in situations where you are searching for an element or a condition in the collection.  Once you’ve found it, you do not need to do any other processing, so Stop() is more appropriate. Use ParallelLoopState.Break() if you need to more closely match the behavior of the C# break statement. Both methods behave differently than our C# break statement.  Unfortunately, when parallelizing a routine, more thought and care needs to be put into every aspect of your routine than you may otherwise expect.  This is due to my second observation: Parallelizing a routine will almost always change its behavior. This sounds crazy at first, but it’s a concept that’s so simple its easy to forget.  We’re purposely telling the system to process more than one thing at the same time, which means that the sequence in which things get processed is no longer deterministic.  It is easy to change the behavior of your routine in very subtle ways by introducing parallelism.  Often, the changes are not avoidable, even if they don’t have any adverse side effects.  This leads to my final observation for this post: Parallelization is something that should be handled with care and forethought, added by design, and not just introduced casually.

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  • C++: Switch statement within while loop?

    - by Jason
    I just started C++ but have some prior knowledge to other languages (vb awhile back unfortunately), but have an odd predicament. I disliked using so many IF statements and wanted to use switch/cases as it seemed cleaner, and I wanted to get in the practice.. But.. Lets say I have the following scenario (theorietical code): while(1) { //Loop can be conditional or 1, I use it alot, for example in my game char something; std::cout << "Enter something\n -->"; std::cin >> something; //Switch to read "something" switch(something) { case 'a': cout << "You entered A, which is correct"; break; case 'b': cout << "..."; break; } } And that's my problem. Lets say I wanted to exit the WHILE loop, It'd require two break statements? This obviously looks wrong: case 'a': cout << "You entered A, which is correct"; break; break; So can I only do an IF statement on the 'a' to use break;? Am I missing something really simple? This would solve a lot of my problems that I have right now.

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  • nginx url rewriting: difference between break and last

    - by Peter
    I don't understand the difference between break and last (flags of rewrite). The documentation is rather abstruse. I've tried to switch between the two in some of my configs, but I couldn't spot any difference in behavior. Can someone please explain these flags in more detail? Preferably with an example that shows different behavior when flipping one flag to another.

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  • Break free of a fullscreen app on MacOS X

    - by Petruza
    How do you break free of a fullscreen app on MacOS X? There are some, mostly games, that when they become unresponsive won't allow you to switch to another app with Command-Tab, and I know no other way to close that app or get away from it. Command-W or Command-Q won't work either. Is there a shortcut to launch Activity Monitor, or Terminal, to kill the application?

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  • SSH dns issue giving break-in error

    - by psion
    Address ..*.* maps to ec2---*-*.compute-1.amazonaws.com, but this does not map back to the address - POSSIBLE BREAK-IN ATTEMPT! I keep getting this when I try to log-in to my remote server. I have it set for key authentication and when this error comes through, I still have to push through the password. I want to use this for automated Git pulls, and I can't have this kind of error message. anybody know what is going on here and how to fix it?

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  • Python: Removing particular character (u"\u2610") from string

    - by duhaime
    I have been wrestling with decoding and encoding in Python, and I can't quite figure out how to resolve my problem. I am looping over xml text files (sample) that are apparently coded in utf-8, using Beautiful Soup to parse each file, then looking to see if any sentence in the file contains one or more words from two different list of words. Because the xml files are from the eighteenth century, I need to retain the em dashes that are in the xml. The code below does this just fine, but it also retains a pesky box character that I wish to remove. I believe the box character is this character. (You can find an example of the character I wish to remove in line 3682 of the sample file above. On this webpage, the character looks like an 'or' pipe, but when I read the xml file in Komodo, it looks like a box. When I try to copy and paste the box into a search engine, it looks like an 'or' pipe. When I print to console, though, the character looks like an empty box.) To sum up, the code below runs without errors, but it prints the empty box character that I would like to remove. for work in glob.glob(pathtofiles): openfile = open(work) readfile = openfile.read() stringfile = str(readfile) decodefile = stringfile.decode('utf-8', 'strict') #is this the dodgy line? soup = BeautifulSoup(decodefile) textwithtags = soup.findAll('text') textwithtagsasstring = str(textwithtags) #this method strips everything between anglebrackets as it should textwithouttags = stripTags(textwithtagsasstring) #clean text nonewlines = textwithouttags.replace("\n", " ") noextrawhitespace = re.sub(' +',' ', nonewlines) print noextrawhitespace #the boxes appear I tried to remove the boxes by using noboxes = noextrawhitespace.replace(u"\u2610", "") But Python threw an error flag: UnicodeDecodeError: 'ascii' codec can't decode byte 0xe2 in position 280: ordinal not in range(128) Does anyone know how I can remove the boxes from the xml files? I would be grateful for any help others can offer.

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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