Search Results

Search found 3306 results on 133 pages for 'matt wall'.

Page 102/133 | < Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >

  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

    Read the article

  • Tips about how to spread Object Oriented practices

    - by Augusto
    I work for a medium company that has around 250 developers. Unfortunately, lots of them are stuck in a procedural way of thinking and some teams constantly deliver big Transactional Script applications, when in fact the application contains rich logic. They also fail to manage the design dependencies, and end up with services which depend on another large number of services (a clean example of Big Ball of Mud). My question is: Can you suggest how to spread this type of knowledge? I know that the surface of the problem is that these applications have a poor architecture and design. Another issue is that there are some developers who are against writing any kind of test. A few things I'm doing to change this (but I'm either failing or the change is too small are) Running presentations about design principles (SOLID, clean code, etc). Workshops about TDD and BDD. Coaching teams (this includes using sonar, findbugs, jdepend and other tools). IDE & Refactoring talks. A few things I'm thinking to do in the future (but I'm concern that they might not be good) Form a team of OO evangelists, who disseminate an OO way of thinking in differet teams (these people would need to change teams every few months). Running design review sessions, to criticise the design and suggest improvements (even if the improvements are not done because of time constraints, I think this might be useful) . Something I found with the teams I coach, is that as soon as I leave them, they revert back to the old practices. I know I don't spend a lot of time with them, usually just one month. So whatever I'm doing, it doesn't stick. I'm sorry this question is spattered with frustration, but the alterative to write this was to hit my head on the wall until I pass out.

    Read the article

  • Remove Duplicates from JavaScript Array

    - by kramden88
    This seems like such a simple need but I've spent an inordinate amount of time trying to do this to no avail. I've looked at other questions on SO and I haven't found what I need. I have a very simple JavaScript array such as peoplenames = new Array("Mike","Matt","Nancy","Adam","Jenny","Nancy","Carl"); that may or may not contain duplicates and I need to simply remove the duplicates and put the unique values in a new array. That's it. I could point to all the codes that I've tried but I think it's useless because they don't work. If anyone has done this and can help me out I'd really appreciate it. JavaScript or jQuery solutions are both acceptable.

    Read the article

  • Replacement for PEAR: MDB2 on PHP 5.3

    - by mattweg
    I've been using pear packages in php for years. I'm in the process of upgrading/moving a sites that uses the MDB2 pear package and it has not been updated for PHP 5.3.X. In 5.3, MDB2 is returning those new annoying errors. Unknown: Assigning the return value of new by reference is deprecated in /usr/local/lib/php/MDB2.php on line 390 I know I can change my error reporting settings to get rid of them, but I'd rather not make any exceptions. Anyway, Is anyone else using MDB2 these days and have a solution? Are there similar database packages you recommend? Thanks. -Matt

    Read the article

  • How do I scroll in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

    Read the article

  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

    Read the article

  • Twitter @Anywhere oauth_bridge_code

    - by AngelCabo
    I'm having trouble with Twitter's implementation of an oauth_bridge_code for the @anywhere api. I've seen a few walkthrough's on how to use this functionality but I can't seem to get the request to work for me. I'm using Ruby on Rails with the oauth gem. My code is as follows: def callback consumer = OAuth::Consumer.new(APP_CONFIG['twitter_key'], APP_CONFIG['twitter_secret'], :site => "http://api.twitter.com", :request_token_path => "/oauth/request_token", :authorize_path => "/oauth/authorize", :access_token_path => "/oauth/access_token", :http_method => :post) request = OAuth::AccessToken.new consumer json = request.post("https://api.twitter.com/oauth/access_token?oauth_bridge_code=#{params[:oauth_bridge_code]}") end I keep getting 401 unauthorized responses from the signed post request even though this is supposed to be working according to this walkthrough: http://blog.abrah.am/2010/09/using-twitter-anywhere-bridge-codes.html and a presentation from Matt Harris on slideshare. Any ideas on what I'm doing wrong (besides possibly trying to hit functionality that may not be in place)? Greatly appreciated!

    Read the article

  • A Fresh Start

    - by Laila
    As you may already be aware, I'm no longer responsible for the .NET Reflector newsletter. That publication is now in the very capable hands of the Reflector team. But fear not; starting in early April, I'll be launching a brand new .NET Newsletter, and I invite you to enjoy the very first edition by subscribing to our new mailing list, or by updating your Simple-Talk subscriptions, and joining the .NET Newsletter mailing list. With a fresh and snappy design (it might even be described as idiosyncratic. but I can say no more at this stage), we'll be making a brand new start. Each month, a member of my team (that's the Red Gate .NET team) will host the .NET Newsletter, bringing you the choicest cuts of breaking news, the very best .NET content from Simple-Talk, alongside details of hot upcoming events. To top it off, not only will you be among the first to get access to free resources (including free wall-charts, training videos and eBooks), but you'll also get exclusive access to betas, early access programs, and special offers. We can't wait to share the new design and exciting new content with you! If you have any questions about the changes to the newsletter, please feel free to send an email to [email protected] or post a comment on my blog. If I don't hear from you before next month, then I'll simply say that I hope you enjoy the new look. Cheers, Laila

    Read the article

  • How can i determine the version of the Windows SDK installed on my computer?

    - by NuclearCheese781
    Hello everyone :) I've very recently decided to teach myself c++ and win32 programming after learning vb.net, and i've got a very simple question: How can I determine what version of the Windows SDK is installed on my computer? I'm asking so I can install the latest version if it isn't installed allready, before i start playing around with c++. I'm using Microsoft Visual Studio 2008 SP1 as my IDE. (I spent 10 minutes using Google to search for an answer, but I couldn't find one) If anyone could help me, it would be very much appreciated. Matt.

    Read the article

  • Problem with installing Nvidia display drivers on Ubuntu 13.10

    - by Pascal
    Hello everyone and thank you for taking a look at this topic! I'm currently trying out Ubuntu 13.10 but I keep hitting a wall when it comes to installing a driver. I've tried: sudo apt-get install nvidia-current This resulted in a un-bootable system. The screen just stayed black and the cursor displayed as an 'X'. After that I did had to re-install Ubuntu. The computer I'm using is an Acer-Aspire-V3 with a build in Nvidia geforce GT 630M and also with a Intel HD graphics chip-set (not sure if chip-set is the right word here). "lspci | grep VGA" output: pascal@pascal-Aspire-V3-571G:~$ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108M [GeForce GT 630M] (rev a1) I've searched a bit here and there and found out that it would be wise to mention that this laptop is using (or so I think) Nvidia Optimus, not sure if it will add anything to the subject but at least I'll mention it just to be sure. Now to the questions: Q1 How is this caused and how can I fix it? Q2 What additional information could I provide to help you help me?

    Read the article

  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

    Read the article

  • Should one reject over-scoped projects?

    - by Little Child
    I spoke to my first potential client today and he told me about the requirements of his project - an Android app. He is a well-known designer / photographer in my country and now wants me to "convert the website into an app, custom-tailored". So the requirements, details stripped out, are as follows: eCommerce Aggregating all his content like videos, blogs, tweets, etc. into the app Live streaming any of his studio demos Augmented reality. So that people can see what his painting will look like on their wall before they buy it Taxi Sharing Now, for a freelance project, it seems too over-scoped. I am not saying that I cannot do it. I can. But let me be realistic: There is a steep learning curve when it comes to VR. I am not a tester. I have never white-box tested my own apps. I always black-box test. Since he is a renowned artist, something short of perfect might harm his public image So, I asked him for 2 weeks' worth of time before I give him the final answer. Now knowing whom to consult for advise, I am posting the question here. Although interesting and personally challenging, I am split-minded about accepting a project like this. I will be the only developer for this. Should one reject a project that seems to be over-scoped for one's own abilities?

    Read the article

  • Normalizing the direction to check if able to move

    - by spartan2417
    i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this so please bare with me. I believe the way to do this is to calculate the direction and distance to the wall from the camera and then normalize the directions. However i can only get this far before i dont know what to do. I think you should work out the angle and direction your facing? where _dx and _dz is the small buffer in front of the camera. float CalcDirection(float Cam_x, float Cam_z, float Wall_x, float Wall_z) { //Calculate direction and distance to obstacle. float ob_dirx = Cam_x + _dx - Wall_x; float ob_dirz = Cam_z + _dz - Wall_z; float ob_dist = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); //Normalise directions float ob_norm = sqrt(ob_dirx*ob_dirx + ob_dirz*ob_dirz); ob_dirx = (ob_dirx)/ob_norm; ob_dirz = (ob_dirz)/ob_norm; can anyone explain in laymen's terms how i work out the angle?

    Read the article

  • Effecient data structure design

    - by Sway
    Hi there, I need to match a series of user inputed words against a large dictionary of words (to ensure the entered value exists). So if the user entered: "orange" it should match an entry "orange' in the dictionary. Now the catch is that the user can also enter a wildcard or series of wildcard characters like say "or__ge" which would also match "orange" The key requirements are: * this should be as fast as possible. * use the smallest amount of memory to achieve it. If the size of the word list was small I could use a string containing all the words and use regular expressions. however given that the word list could contain potentially hundreds of thousands of enteries I'm assuming this wouldn't work. So is some sort of 'tree' be the way to go for this...? Any thoughts or suggestions on this would be totally appreciated! Thanks in advance, Matt

    Read the article

  • Errors in ~/.xsession-errors

    - by Kuberan Naganathan
    I'm getting errors in ~/.xession-errors. I'm running ubuntu 12.04 Many apps fail to run without mention of problems in the .xsession-errors file. I looked around and tried to resolve issues myself but failed so far. I have to say it's possible that the issue is related to me mounting /home on another partition. (I say possibly because stuff worked ok for a while.) Fortunately my .xsession-errors file is small enough to post here. Thanks in advance for the help: gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done (gnome-settings-daemon:2547): color-plugin-WARNING **: failed to get edid: unable to get EDID for output (gnome-settings-daemon:2547): color-plugin-WARNING **: unable to get EDID for xrandr-default: unable to get EDID for output (gnome-settings-daemon:2547): color-plugin-WARNING **: failed to reset xrandr-default gamma tables: gamma size is zero Initializing composite options...done Initializing opengl options...done Initializing decor options...done ** Message: applet now removed from the notification area Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/kuberan/.compiz/session/10754cf696d335e98e13471376531156900000024960034" Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done ** Message: using fallback from indicator to GtkStatusIcon (compiz:2560): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed Initializing unityshell options...done Setting Update "main_menu_key" Setting Update "run_key" Setting Update "icon_size" ** Message: moving back from GtkStatusIcon to indicator

    Read the article

  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

    Read the article

  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

    Read the article

  • Can an app delete its own internal resources?

    - by user637884
    I am trying to find a way to delete an internal resource after an app installs. More specifically, I have a zip file included in the apk, that I unzip to the SD Card when the app is first run. But then want to delete the now unneeded zip file (the purpose being to save the user internal phone memory). I access the zip file with, Resources resources = this.getResources(); InputStream is = resources.openRawResource(R.raw.assets); But am uncertain how to then delete the resource (if even possible). I know one may ask why not simply install the app to SD Card at download. But the app includes a screen widget, and installing apps to the SD Card and using a screen widget is problematic. Thanks, Matt

    Read the article

  • How to print a pdf in a new tab? [migrated]

    - by TheDuke777
    I need to print a pdf by opening it in a new window. I've looked at tutorials for days, but nothing is working. I've tried many approaches, but this is the most recent: <!DOCTYPE html> <html> <head> <script type="text/javascript"> function print() { window.getElementById("pdf").focus(); window.getElementById("pdf").print(); } </script> </head> <body onload="print()"> <embed id="pdf" src="http://path/to/file" /> </body> </html> The page loads fine, with the pdf embedded. But it won't print, and I feel like I've been beating my head against a brick wall trying to figure this out. How can I get this to work? I'm willing to try anything at this point.

    Read the article

  • I just received a complaint from a user of the website I maintain. Should I do anything?

    - by Chris
    I was sent sent a large wall of text from a user of the website I maintain at my job. They are clearly upset for having to deal with a horribly outdated web application that has not seen any serious updates in over 6+ years. No refactoring has been done, the code quality is terrible, the security unchecked, policy compliances ignored, in addition to being ugly and frankly embarrassing. Keep in mind this is a small business but the website is used by hundreds daily. I'm one of two programmers there, and I've been working there for two years. This person says they are about my age (22) and understand technology (but can't use proper grammar). The complaint mentioned awkward pages and actions on the website, but they don't even have a clue as to the depth of the flaws in this website. Now, I would love to honestly tell them that there's a lot wrong with this company and that this application was built when we were in high school. And that while it's not my fault that the website is terrible, I'm the one in position to fix it. But on the other hand, I could just say nothing and ignore it. Would doing this publicly have any advantage to future employees (showing integrity) or would it just be a completely pointless mistake? Odds are, even if I respond only that one person will ever read it. Regardless, I'm probably just going to ignore it and continue starting my project to refactor the website.

    Read the article

  • Lots of Internet browsing issues, all browsers

    - by dario_ramos
    Before the upgrade, everything was working fine. Now, however, I can connect to the Internet but a lot of stuff fails, and the weirdest thing is that it happens with Firefox, Chromium and Opera. Some of the things that fail: I can't log in to Stack Overflow, after entering user/pass it loads for a long time on Firefox and throws Error 408 (browser request timed out) on Chromium and Opera I can't log in to Hotmail, similar symptoms I can login to Facebook, but when I try to write a comment, or just post something in my wall, it stays loading for a long time, and then fails The first two issues seem to be related to secure pages, and the second one is another issue altogether, I believe. However, they all happen with all browsers, which is really weird. Talking about weird: I connect using a Huawei SmartAX MT 810 USB modem, which cost me blood and tears to get it working under Ubuntu. I ordered an ethernet modem/router with my ISP, and I'm still waiting, but this issue intrigues me anyway. Has anyone experienced this kind of problems? I Googled around, but couldn't find a similar case.

    Read the article

  • What is the flag to show the nesting of views in a Mac app?

    - by theMikeSwan
    I have just spet the last few hours trying to find the flag to use in Terminal to launch an app with the colored outlines around the various view elements to show how they are nested. I know that Matt Gemmell covered it during the Cocoa Face Off session of NSConference 2009 (at about the 13minute mark in the video). Unfortunately I can't actually read what he types and he doesn't speak the exact command. I know it has to be in the Apple docs somewhere but the search system is currently not being of any use. It looks like her just adds -showAllViews YES to the end of the command to open TextEdit but that command has no effect in 10.6.6. I have also tried every other capitalization I can think of as well as using view instead of views. Every command opens TextEdit just fine but doesn't show the colored outlines.

    Read the article

  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

    Read the article

  • ucommerce: how to change category template

    - by autonomatt
    Using uCommerce 2, umbraco 4.7. I have a category side nav showing the categories using: <a> <xsl:attribute name="href"> <xsl:value-of select="CommerceLibrary:GetNiceUrlForCategory($catalogueName, @id)"/> </xsl:attribute> <xsl:value-of select="@displayName"/> </a> First of all, when hovering over the links it still shows an old catalogue name, even though I've renamed the catalogue and also hardcoded the catalogue name into: <xsl:variable name="catalogueName" select="'MyCatalogue'"/> When I click on the link generated by GetNiceUrlForCategory I get the standard template that comes with uCommerce started site. I've tried deleting the whole started site, but I just can't get it to link to a template I did for the category. I still don't quite understand how ucommerce knows which template to use for a category link. Soren? :) Cheers, Matt

    Read the article

  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

    Read the article

< Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >