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  • Building dynamic bounding box hierachies.

    - by adivasile
    I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of splitting up your objects in groups, to speed up the detection phase, but I'm a little confused on how do you actually build the hierachy, more so on what criteria is used to group them together. Do I iterate through all the objects in the scene, and check the distance between them to see where they should be inserted in the tree? Do you know some resources that may shed some light on this topic for me?

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Does anyone know of a simple (free?) feature request tracking system we could use internally for sales people?

    - by Ryan
    I sometimes hear about pain points of customers using our app from sales people, but there really isn't a good way for us to currently keep track of these. I was going to write one myself but figured I would ask first. I was thinking something so simple it would literally just be a small form for adding a new feature, and then it would appear in the list, like stackexchange questions. Then users can upvote them, or even record each time a user complains about something related to the request so we can order them in priority based on real data. Then I can easily go look every few days and see what's going on. That's really it, nothing more complicated than that. Know of anything?

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  • Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la Game Deve

    Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la GDC 2010 C'est au cours de la Game Developers Conference 2010 (GDC 2010) que Sony a révélé et officialisé son nouveau contrôleur à détection de mouvements pour sa console de jeux PlayStation3. Les rumeurs le nommaient Gem ou Arc mais ce nouveau produit portera la dénomination de PlayStation Move. Sony a également dévoilé que le PlayStation Move serait accompagné d'un périphérique sans fils annexe nommé simplement Sub Controller qui n'est pas sans rappeler le Nunchuk de la console Nintendo Wii. Accompagné du PlayStation Eye (la webcam de la PlayStation 3), ce nouveau contrôleur sera vendu en pack avec un je...

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  • La beta du Feature Pack est disponible pour Team Foundation Server 2010 et Project Server Integration

    La beta du Feature Pack est disponible Pour Team Foundation Server 2010 et Project Server Integration Microsoft vient d'annoncer la disponibilité de la beta du Feature Pack de Team Foundation Server 2010 et Projet Server Integration ce qui marque la fin des CTP(community technical preview). La beta du Feature Pack de Team Foundation Server 2010 et Project Server (TFS-PS) est disponible uniquement pour les abonnées MSDN et sur licence « Go Live », ce qui signifie qu'elle peut déjà être utilisée dans un environnement de production. Pour mémoire, Team Foundation Server est un outil de travail collaboratif accompagnant la suite Visual Studio Team System(VSTS). Il permet la gest...

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  • Innovative Applications with WebSphere Server Feature Packs and Rational Tooling

    This webcast will cover how the new open standards and programming models that are delivered through WebSphere Application Server Feature Packs can be used to create innovative web applications that help you to stay ahead of your competition. The Feature Packs covered will include: Web 2.0, Service Component Architecture, Communication Enabled Applications, and OSGi. It will also cover the IBM Rational tooling that can help you to quickly leverage the new capabilities delivered in these Feature Packs and accelerate the delivery of new applications. <b>Date / Time:</b> &#9;&#10;Wednesday, December 15, 2010 / 11:00 AM PT / 2:00 PM ET

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  • HTG Explains: How Windows 8's Secure Boot Feature Works & What It Means for Linux

    - by Chris Hoffman
    Whether you plan on using Windows 8 or not, everyone buying a PC in the future will end up with the Microsoft-driven Secure Boot feature enabled. Secure Boot prevents “unauthorized” operating systems and software from loading during the startup process. Secure Boot is a feature enabled by UEFI – which replaces the traditional PC BIOS – but Microsoft mandates specific implementations for x86 (Intel) and ARM PCs. Any computer with a Windows 8 logo sticker has Secure Boot enabled. Image Credit: Kiwi Flickr HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization HTG Explains: What Is RSS and How Can I Benefit From Using It?

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  • Approach on working with many programmers on one module/feature

    - by Panoy
    How can 2 or more developers code a certain feature/module of a software? Let's assume that the module is big and feature rich. How would they prevent each other from overlapping their code? Say, we have the same method but is implemented in a different way. Do you think it might be better to have one focused at a specific feature only? Is a version control system like Git would help solve the problem? Is it correct that it allows developers to have these "branches" and then merge it later on? What's your take on this?

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  • RadCaptcha for ASP.NET AJAX audio feature available in Q1 2010

    Now that the Q1 2010 release is here, I want to bring your attention to a cool new feature in our RadCaptcha control for ASP.NET AJAX - audio support. Head on over to our online demos to see the feature in action. Enabling this on an existing CAPTCHA is easy - you just need to set the CaptchaImage-EnableCaptchaAudio property to true. Adding this feature to your site will allow blind or partially sighted people to use it as well. The audio support presents some very interesting possibilities for people who like to customize things. For example, you can replace the original audio files that come with the control (stored in the ~/App_Data/RadCaptcha/ folder in your web application) and add some custom ones - instead of hearing simply "alpha", you can make the control ask "enter the third letter in the word boat". You can also make it speak in ...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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  • Getting started with object detection - Image segmentation algorithm

    - by Dev Kanchen
    Just getting started on a hobby object-detection project. My aim is to understand the underlying algorithms and to this end the overall accuracy of the results is (currently) more important than actual run-time. I'm starting with trying to find a good image segmentation algorithm that provide a good jump-off point for the object detection phase. The target images would be "real-world" scenes. I found two techniques which mirrored my thoughts on how to go about this: Graph-based Image Segmentation: http://www.cs.cornell.edu/~dph/papers/seg-ijcv.pdf Contour and Texture Analysis for Image Segmentation: http://www.eng.utah.edu/~bresee/compvision/files/MalikBLS.pdf The first one was really intuitive to understand and seems simple enough to implement, while the second was closer to my initial thoughts on how to go about this (combine color/intensity and texture information to find regions). But it's an order of magnitude more complex (at least for me). My question is - are there any other algorithms I should be looking at that provide the kind of results that these two, specific papers have arrived at. Are there updated versions of these techniques already floating around. Like I mentioned earlier, the goal is relative accuracy of image segmentation (with an eventual aim to achieve a degree of accuracy of object detection) over runtime, with the algorithm being able to segment an image into "naturally" or perceptually important components, as these two algorithms do (each to varying extents). Thanks! P.S.1: I found these two papers after a couple of days of refining my search terms and learning new ones relevant to the exact kind of techniques I was looking for. :) I have just about reached the end of my personal Google creativity, which is why I am finally here! Thanks for the help. P.S.2: I couldn't find good tags for this question. If some relevant ones exist, @mods please add them. P.S.3: I do not know if this is a better fit for cstheory.stackexchange (or even cs.stackexchange). I looked but cstheory seems more appropriate for intricate algorithmic discussions than a broad question like this. Also, I couldn't find any relevant tags there either! But please do move if appropriate.

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • PHP Dev Tools (Eclipse Plugin) -- Installation Error... help?

    - by Sean Ochoa
    I have already installed WEb Tools, PyDev, and the default Eclipse installation for Ubuntu 10.04 (using "sudo apt-get install eclipe"). I'm now trying to install PHP dev tools plug-in for Eclipse, and I'm getting this error msg: Cannot complete the install because of a conflicting dependency. Software being installed: PDT SDK Feature 1.0.5.v20081126-1856 (org.eclipse.php.sdk_feature.feature.group 1.0.5.v20081126-1856) Software currently installed: Eclipse XML Editors and Tools SDK 3.1.1.v200907161031-7A228DXETAqLQFBNMuHkC8-_dRPY (org.eclipse.wst.xml_sdk.feature.feature.group 3.1.1.v200907161031-7A228DXETAqLQFBNMuHkC8-_dRPY) Only one of the following can be installed at once: Eclipse XML Editors and Tools 3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo (org.eclipse.wst.xml_ui.feature.feature.jar 3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo) Eclipse XML Editors and Tools 3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg (org.eclipse.wst.xml_ui.feature.feature.jar 3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg) Cannot satisfy dependency: From: PDT SDK Feature 1.0.5.v20081126-1856 (org.eclipse.php.sdk_feature.feature.group 1.0.5.v20081126-1856) To: org.eclipse.php_feature.feature.group [1.0.5.v20081126-1856] Cannot satisfy dependency: From: PDT Feature 1.0.5.v20081126-1856 (org.eclipse.php_feature.feature.group 1.0.5.v20081126-1856) To: org.eclipse.wst.feature.group [3.0.0,4.0.0) Cannot satisfy dependency: From: Web Developer Tools 3.0.4.v200811190840-7A-8l8Qqcz0HyVgjXUE-iuOYZ9ai (org.eclipse.wst.feature.group 3.0.4.v200811190840-7A-8l8Qqcz0HyVgjXUE-iuOYZ9ai) To: org.eclipse.wst.xml_ui.feature.feature.group [3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg] Cannot satisfy dependency: From: Eclipse XML Editors and Tools SDK 3.1.1.v200907161031-7A228DXETAqLQFBNMuHkC8-_dRPY (org.eclipse.wst.xml_sdk.feature.feature.group 3.1.1.v200907161031-7A228DXETAqLQFBNMuHkC8-_dRPY) To: org.eclipse.wst.xml_ui.feature.feature.group [3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo] Cannot satisfy dependency: From: Eclipse XML Editors and Tools 3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg (org.eclipse.wst.xml_ui.feature.feature.group 3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg) To: org.eclipse.wst.xml_ui.feature.feature.jar [3.0.4.v200811211541-7F2ENnCwum8W79A1UYNgSjOcFVJg] Cannot satisfy dependency: From: Eclipse XML Editors and Tools 3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo (org.eclipse.wst.xml_ui.feature.feature.group 3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo) To: org.eclipse.wst.xml_ui.feature.feature.jar [3.1.1.v200907161031-7H6FMbDxtkMs9OeLGF98LRhdPKeo] Any ideas?

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  • Propose Unity Feature: Open Apps in the upper side of the Unity Launcher [closed]

    - by user52159
    Possible Duplicate: What is the best medium for sending feature requests? I don't know if this is the right place to propose a feature. If someone can guide me to the correct forum, he's welcome. I want to propose that the opened applications appear in the upper side of the Unity Launcher. Since I think that those are the icons we'll click most of the time and, of course, those that we are working with at the moment.

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  • VMware Workstation Recording feature

    - by Steeve
    I have seen some documentation about a Record/Replay feature in VMware workstation 6 and 7 here : http://cto.vmware.com/the-amazing-vm-recordreplay-feature-in-vmware-workstation-6/ http://www.vmware.com/pdf/ws65_manual.pdf But I don't find that feature in my VMWare Workstation 10. I don't find any manual for the 10th version by the way. Do you know if that feature has been removed ? Or do you know where I can find the feature in VMware Workstation 10 (or 9) ? Thanks in advance,

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  • Is Live Chat a valuable feature?

    - by Jim
    Does having a live chat feature on a website increase conversions enough to cover the cost administration? Most of the data I have found comes from companies selling live chat solutions and is unreliable in my opinion. Do users find this as a valuable feature or an annoyance? Personally, I'm annoyed by sites that use live chat especially when a little box pops up without my explicit request, but if users find this valuable then I should consider implementing it. Any concrete data is appreciated.

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  • Is there a simple way to stop enemies standing in the same spot?

    - by Iain
    So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same spot (i.e. standing "within" each other), as I'm not currently doing collision detection between enemies - they are free to pass over each other. What's a simple way around this? Either some form of collision detection or some ai?

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  • Alternative to GoDaddy's ConsoliDate feature (change domain expiration date)

    - by Jim
    I've been using GoDaddy to manage about 50 domain names for a few years, but recently decided to move (probably to namecheap) because of the elephant killing incident. One GoDaddy's feature I like a lot is Consolidate, which allows you to change the expiration date of domain names for a small fee. I've searched for a while but didn't find any other registrar that provides this feature. Does anyone know if there's a registrar that allows you to change the expiration date of domains? Thanks!

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  • 12.04 - Make Workspaces use the expose feature of compiz

    - by Teddy
    I'm running Ubuntu 12.04 and I just wanted to know if there's a possible way to use the "expose" feature found in CompizConfig Settings Manager as the "Workspaces" icon in the Unity Launcher? I know this feature is great but using Workspaces LAGS A LOT for me, However using Super+S to show up expose works smoothly without lag, is there anyway to use it instead of Workspaces and use expose in replace of it?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • The one feature that would make me invest in SSIS 2012

    - by Peter Larsson
    This week I was invited my Microsoft to give two presentations in Slovenia. My presentations went well and I had good energy and the audience was interacting with me. When I had some time over from networking and partying, I attended a few other presentations. At least the ones who where held in English. One of these was "SQL Server Integration Services 2012 - All the News, and More", given by Davide Mauri, a fellow co-worker from SolidQ. We started to talk and soon came into the details of the new things in SSIS 2012. All of the official things Davide talked about are good stuff, but for me, the best thing is one he didn't cover in his presentation. In earlier versions of SSIS than 2012, it is possible to have a stored procedure to act as a data source, as long as it doesn't have a temp table in it. In that case, you will get an error message from SSIS that "Metadata could not be found". This is still true with SSIS 2012, so the thing I am talking about is not really a SSIS feature, it's a SQL Server 2012 feature. And this is the EXECUTE WITH RESULTSETS feature! With this, you can have a stored procedure with a temp table to deliver the resultset to SSIS, if you execute the stored procedure from SSIS and add the "WITH RESULTSETS" option. If you do this, SSIS is able to take the metadata from the code you write in SSIS and not from the stored procedure! And it's very fast too. Let's say you have a stored procedure in earlier versions and when referencing that stored procedure in SSIS forced SSIS to call the stored procedure (which can take hours), to retrieve the metadata. Now, with RESULTSETS, SSIS 2012 can continue in milliseconds! This is because you provide the metadata in the RESULTSETS clause, and if the data from the stored procedure doesn't match this RESULTSETS, you will get an error anyway, so it makes sense Microsoft has provided this optimization for us.

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  • Implementing new required feature after software release

    - by TiagoBrenck
    Fake Scenario There is a software that was released 1 year ago. The software is to map and register all kind of animals on our planet. When the software was released, the client only needed to know the scientific name of the animal, a flag if it is in risk of extinction and a scale of dangerous(that is a fake software and specification, I don't want to discuss this here). There are already 100.000 animals records saved on DB. New Feature One year later, the client wants a new feature. It is really important to him to know the animals classes, and this is a required field. So he asks me to put a field to input the animal class, and this field is required. Or maybe where this animal was discovered. Problem I have already 100.000 recorded animals without a class or where it was discovered, but I need to insert a new column to storage this information and this column can't be null. I don't have a default value for this situation (there isn't a default animal class or where it was discovered). I don't want to keep the requirement rule only on my software, my DB must have this requirement too(I like to keep business rules on DB too). What are the alternatives to solve this situation? I am on a situation that this new feature cannot be previewed or reviewed for the existing records. The time already passed and I can't go back on time to get it

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  • YouTube custom thumbnails feature availability

    - by skat
    I've been trying to figure out this on my own for weeks, but now I give up. 'Custom thumbnails' feature on YouTube is such a controversial one, it was changed so much... so much that even FAQ on YouTube doesn't fully describe it's features (as I see). I have a YouTube channel for one of my websites. This YouTube channel is main marketing force for my website - it brings all the boys to my yard (I mean, website). So I have to use all the hacky-tricky stuff to increase my visibility on youtube. And damn, those custom thumbnails are giving me hard times... As far as I understand, this is current state of 'custom thumbnail' feature: "If your account is in good standing, you may have the ability to upload custom thumbnails for your video uploads." (c) https://support.google.com/youtube/answer/138008 My channel has good standing, has more than 50000 views. So why the hell my account is still not eligible for this feature? anyone have any idea?

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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