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  • CodePlex Daily Summary for Monday, June 10, 2013

    CodePlex Daily Summary for Monday, June 10, 2013Popular ReleasesNexusCamera: NexusCamera: Nexus Camera is a control for Windows Phone 7 & 8, which can be used as a menu on the Camera. The idea in making this control when we use a camera nexus. Thanks for Nexus. Need Windows Phone Toolkit https://phone.codeplex.com/ View Sample Camera http://tctechcrunch2011.files.wordpress.com/2012/11/nexus4-camera.jpgVR Player: VR Player 0.3 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuZXMAK2: Version 2.7.5.4: - add hayes modem device (thanks to Eltaron) - add host joystick selection - fix joystick bits (swapped in previous version)SimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesWsus Package Publisher: Release v1.2.1306.09: Add more verifications on certificate validation. WPP will not let user to try publishing an update until the certificate is valid. Add certificate expiration date on the 'About' form. Filter Approbation to avoid a user to try to approve an update for uninstallation when the update do not support uninstallation. Add the server and console version on the 'About' form. WPP will not let user to publish an update until the server and console are not at the same level. WPP do not let user ...AJAX Control Toolkit: June 2013 Release: AJAX Control Toolkit Release Notes - June 2013 Release Version 7.0607June 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...Rawr: Rawr 5.2.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...VG-Ripper & PG-Ripper: PG-Ripper 1.4.13: changes NEW: Added Support for "ImageJumbo.com" links FIXED: Ripping of Threads with multiple pagesXomega Framework: Xomega.Framework 1.4: Adding support for Visual Studio 2012 and .Net framework 4.5. Minor bug fixes and enhancements.sb0t v.5: sb0t 5.14: Stability fix in script engine. Avatar.exists property fixed in scripting. cb0t custom font protocol re-added and updated to support new Ares.ASP.NET MVC Forum: MVCForum v1.3.5: This is a bug release version, with a couple of small usability features and UI changes. All the small amount of bugs reported in v1.3 have been fixed, no upgrade needed just overwrite the files and everything should just work.Json.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...Christoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b New ProjectsASP.NET MVC 4 and RequireJS: ASP.NET MVC 4 application with Areas and RequireJSBaseX - Base converter and calculator: Dealing with numbers of any base in .NET.C# Exercises: C# ExercisesClassfinder: ClassfinderCreative OS ALPHA: This is a OS!!!!CSS Exercises: CSS ExercisesCustom Workflow Action: Project showing how to create and use Custom Workflow Action for SharePoint Designer 2013.Devshed Tools: Provides easy to use and compile-time-support solution for various type of projects on the .NET framework. Currently Devshed.Web is in development.Envar Editor: Edit environment variables easily on windowsExcel To Sql: A simplified tool for importing Excel data into SQL.HTML Exercises: HTML ExercisesKnockout.js with ASP.NET MVC: This project implements a system which maps .NET ViewModels to javascript ViewModels for use with knockout.js, using Razor markup syntax.LogoBids: LOGO??????,ORM??OpenAccess ORMManagistics: Management Logistics Application (including: Warehouse, Sale, Purchase, ...)Matrix Switch Preset Utility: A small utility for managing the inputs and outputs from a matrix switch via RS-232. Developed in WPF (VB9) and running on the .Net3.5SP1 framework.MvcSystemsCommander: An ASP.NET C# MVC4 webapp to help systems administrators consolidate common systems administration tasksNewspaperAgent: My small projectOutlook Recovery Software - Efficiently Repair Damaged PST File: This project tells you the easiest way to recover PST file of Outlook. Complete information has been given here to help users.Pattern: Testprocedure: a new procedural programming framework based on .net, by using lambda expression, it can handle async io friendly and provide a full lock-free solutionSharePoint 2013 custom field samples: SharePoint 2013 custom field samples is a research project aims to provide samples for developing custom fields in SharePoint 2013.SharePoint 2013 List Forms: This small framework allows you to manage custom list forms using rendering templates and controls stored in a SharePoint library.The Coconut Cranium Decision Engine: The Coconut Cranium Decision Engine is a boolean decision engine using the most mind-bendingly worse way of working.TxtToSeq: Command line utility to convert Commodore SEQ files to TXT files and vice-versa.ultgw: ult gw

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  • Is there any open source code analyzer for java which I can adopt my software metrics algorithm on it?

    - by daneshkohan
    I am doing my masters dissertation and I have conducted a software metrics. I need to adopt my metrics on an open source tool. I have found PMD and check style on sourceforge.net but there is not adequate explanation about their codes. However, I couldn't to find their source code to customize them. I will be appreciated, if you introduce one open source tool for java which I can customize it's code.

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  • The Missing Post

    - by Joe Mayo
    It’s somewhat of a mystery how the writing process can conjure up results that weren’t initially intended. Case in point is the fact that another post was planned to be in place of this one, but it never made the light of day.  This particular post started off as an introduction to a technology I had just learned, used, and wanted to share the experience with others.  The beginning was fun and demonstrated how easy it was to get started.  One of the things I’ve been pondering over time is that the Web is filled with introductions to new technologies and quick first looks, so I set out to add more depth, share lessons learned, and generally help you avoid the problems I encountered along the way; problems being a key theme of why you aren’t reading that post at this very minute.  Problems that curiously came from nowhere to thwart my good intentions. Success was sweet when using the tool for the prototypical demo scenario. The thing is, I intended the tool to accomplish a real task.  Having embarked on the path toward getting the job done, glitches began creeping into the process.  Realizing that this was all a bit new, I had patience and found a suitable work-around, but this was to be short lived. As in marching ants to a freshly laid out picnic, the problems kept coming until I had to get up and walk away.  Not to be outdone, sheer will and brute force manual intervention led to mission accomplishment.  Though I kept a positive outlook and was pleased at the final result, the process of using the tool had somewhat soured. Regardless of a less than stellar experience with the tool, I have a great deal of respect for the company that produced it and the people who built it. Perhaps I empathize for what they might feel after reading a post that details such deficiencies in their product.  Sure, if you’re in this business, you’ve got to have a thick skin; brush it off, fix the problem, and move on to greatness. But, today I feel like they’re people and are probably already aware of any issues I would seemingly reveal.  Anyone who builds a product or provides a service takes a lot of pride in what they do.  Sometimes they screw up and if their worth a dime, they make it up. I think that will happen in this case and there’s no reason why I should post information that has the potential to sound more negative than helpful.  While no one would ever notice or care either way, I’m posting something that won’t harm. Joe

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  • SQL SERVER – Maximize Database Performance with DB Optimizer – SQL in Sixty Seconds #054

    - by Pinal Dave
    Performance tuning is an interesting concept and everybody evaluates it differently. Every developer and DBA have different opinion about how one can do performance tuning. I personally believe performance tuning is a three step process Understanding the Query Identifying the Bottleneck Implementing the Fix While, we are working with large database application and it suddenly starts to slow down. We are all under stress about how we can get back the database back to normal speed. Most of the time we do not have enough time to do deep analysis of what is going wrong as well what will fix the problem. Our primary goal at that time is to just fix the database problem as fast as we can. However, here is one very important thing which we need to keep in our mind is that when we do quick fix, it should not create any further issue with other parts of the system. When time is essence and we want to do deep analysis of our system to give us the best solution we often tend to make mistakes. Sometimes we make mistakes as we do not have proper time to analysis the entire system. Here is what I do when I face such a situation – I take the help of DB Optimizer. It is a fantastic tool and does superlative performance tuning of the system. Everytime when I talk about performance tuning tool, the initial reaction of the people is that they do not want to try this as they believe it requires lots of the learning of the tool before they use it. It is absolutely not true with the case of the DB optimizer. It is a very easy to use and self intuitive tool. Once can get going with the product, in no time. Here is a quick video I have build where I demonstrate how we can identify what index is missing for query and how we can quickly create the index. Entire three steps of the query tuning are completed in less than 60 seconds. If you are into performance tuning and query optimization you should download DB Optimizer and give it a go. Let us see the same concept in following SQL in Sixty Seconds Video: You can Download DB Optimizer and reproduce the same Sixty Seconds experience. Related Tips in SQL in Sixty Seconds: Performance Tuning – Part 1 of 2 – Getting Started and Configuration Performance Tuning – Part 2 of 2 – Analysis, Detection, Tuning and Optimizing What would you like to see in the next SQL in Sixty Seconds video? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Interview Questions and Answers, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology, Video Tagged: Identity

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  • Visual Database Design Application

    - by tshauck
    Hi, I'm getting to the point where the applications I write need a little more structure during the planning phase. So I'd like to use some sort of visual tool to design the tables and relationships. I'm on a mac and have tried mysql workbench, but I find it buggy and a bit bloated for my intended use. Is something that I could design in that has a nice interface and is primarily a tool for visual design? Thanks

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  • Silverlight Cream for May 05, 2010 -- #856

    - by Dave Campbell
    In this Issue: Jeremy Alles(-2-), Kunal Chowdhury, anand iyer, Yochay Kiriaty(-2-, -3-), Max Paulousky, David Kelley, smartyP, Tim Heuer, and Dan Wahlin. Shoutout: Tim Heuer provides links for all the Ways to give feedback on Silverlight From SilverlightCream.com: [WP7] Bug when using NavigationService in Windows Phone 7 Jeremy Alles has blogged about a bug he found using the Navigation service in WP7. He gives the steps to reproduce and a couple possible workarounds. [WP7] Using the camera in the emulator Jeremy Alles is also digging into the camera functionality in the emulator. He has code demonstrating launching a camera task, and a list of other tasks available. Silverlight Tutorials Chapter 3: Introduction to Panels Kunal Chowdhury has Chapter 3 of his Silverlight 4 Tutorial series up and he's talking about Panels this time out. Push Notifications in Windows Phone 7 developer tools CTP April Refresh anand iyer is discussing the Push Notifications, only from a code perspective. Good information and good additional links to follow. Windows Phone Application Life Cycle Yochay Kiriaty talks with Tudor Toma and Jaime Rodriguez about the WP7 application lifecycle on Channel 9. Understanding Microsoft Push Notifications for Windows Phones Yochay Kiriaty has a 2-part post up on WP7 Push Notifications. The first part is explaining what Push Notifications are and why we need them... as a developer and as an end user viewing Toast or Tile notifications. Understanding How Microsoft Push Notification Works – Part 2 In the 2nd part of his Push Notification series, Yochay Kiriaty discusses how the Push Notification works under the covers. To Remember: Deployment of Silverlight Applications With Wcf Ria Services Max Paulousky has a post up for reference on what to look into when you get "Load Operation Failed" in WCF RIA services. Launching a URL from an OOB Silverlight Application David Kelley has a quick post up on launching URLs from an OOB app. If you haven't tried it, you may be surprised as he was at first. Creating a Windows Phone 7 XNA Game in Landscape Orientation smartyP is looking at recreating a landscape WP7 game in XNA and is detailing some of the issues he's been dealing with, and is also sharing a project file. New Silverlight 4 Themes available–get the raw bits Tim Heuer provided 'raw' versions of 3 new themes. Read his post to see exactly what he means by 'raw' ... they're definitely good looking, and are going to get a lot of play. Handling WCF Service Paths in Silverlight 4 – Relative Path Support Dan Wahlin shares his technique for avoiding the pain involved with ServiceReferences.ClientConfig by using Silverlight 4 relative path support. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Recover that Photo, Picture or File You Deleted Accidentally

    - by The Geek
    Have you ever accidentally deleted a photo on your camera, computer, USB drive, or anywhere else? What you might not know is that you can usually restore those pictures—even from your camera’s memory stick. Windows tries to prevent you from making a big mistake by providing the Recycle Bin, where deleted files hang around for a while—but unfortunately it doesn’t work for external USB drives, USB flash drives, memory sticks, or mapped drives. The great news is that this technique also works if you accidentally deleted the photo… from the camera itself. That’s what happened to me, and prompted writing this article. Restore that File or Photo using Recuva The first piece of software that you’ll want to try is called Recuva, and it’s extremely easy to use—just make sure when you are installing it, that you don’t accidentally install that stupid Yahoo! toolbar that nobody wants. Now that you’ve installed the software, and avoided an awful toolbar installation, launch the Recuva wizard and let’s start through the process of recovering those pictures you shouldn’t have deleted. The first step on the wizard page will let you tell Recuva to only search for a specific type of file, which can save a lot of time while searching, and make it easier to find what you are looking for. Next you’ll need to specify where the file was, which will obviously be up to wherever you deleted it from. Since I deleted mine from my camera’s SD card, that’s where I’m looking for it. The next page will ask you whether you want to do a Deep Scan. My recommendation is to not select this for the first scan, because usually the quick scan can find it. You can always go back and run a deep scan a second time. And now, you’ll see all of the pictures deleted from your drive, memory stick, SD card, or wherever you searched. Looks like what happened in Vegas didn’t stay in Vegas after all… If there are a really large number of results, and you know exactly when the file was created or modified, you can switch to the advanced view, where you can sort by the last modified time. This can help speed up the process quite a bit, so you don’t have to look through quite as many files. At this point, you can right-click on any filename, and choose to Recover it, and then save the files elsewhere on your drive. Awesome! Restore that File or Photo using DiskDigger If you don’t have any luck with Recuva, you can always try out DiskDigger, another excellent piece of software. I’ve tested both of these applications very thoroughly, and found that neither of them will always find the same files, so it’s best to have both of them in your toolkit. Note that DiskDigger doesn’t require installation, making it a really great tool to throw on your PC repair Flash drive. Start off by choosing the drive you want to recover from…   Now you can choose whether to do a deep scan, or a really deep scan. Just like with Recuva, you’ll probably want to select the first one first. I’ve also had much better luck with the regular scan, rather than the “dig deeper” one. If you do choose the “dig deeper” one, you’ll be able to select exactly which types of files you are looking for, though again, you should use the regular scan first. Once you’ve come up with the results, you can click on the items on the left-hand side, and see a preview on the right.  You can select one or more files, and choose to restore them. It’s pretty simple! Download DiskDigger from dmitrybrant.com Download Recuva from piriform.com Good luck recovering your deleted files! And keep in mind, DiskDigger is a totally free donationware software from a single, helpful guy… so if his software helps you recover a photo you never thought you’d see again, you might want to think about throwing him a dollar or two. Similar Articles Productive Geek Tips Stupid Geek Tricks: Undo an Accidental Move or Delete With a Keyboard ShortcutRestore Accidentally Deleted Files with RecuvaCustomize Your Welcome Picture Choices in Windows VistaAutomatically Resize Picture Attachments in Outlook 2007Resize Your Photos with Easy Thumbnails TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Icelandic Volcano Webcams Open Multiple Links At One Go NachoFoto Searches Images in Real-time Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • SQL SERVER – Sharing your ETL Resources Across Applications with Ease

    - by pinaldave
    Frequently an organization will find that the same resources are used in multiple ETL applications, for example, the same database, general purpose processing logic, or file system locations.  Creating an easy way to reuse these resources across multiple applications would increase efficiency and reduce errors.  Moreover, not every ETL developer has the same skill set, and it is likely that one developer will be more adept at writing code while another is more comfortable configuring database connections.  Real productivity gains will come when these developers are able to work independently while still making their work available to others assigned to the same project.  These are the benefits of a centralized version control system. Of course, most version control systems could be used to store and serve files, but the real need is to store and serve entire ETL applications so that each developer’s ongoing work can immediately benefit from another developer’s completed work.  In other words, the version control system needs to be tightly integrated with the tools used to develop the ETL application. The following screen shot shows such a tool. Desktop ETL tool that tightly integrates with a central version control system Developers can checkout or commit entire projects or just a single artifact.  Each artifact may be managed independently so if you need to go back to an earlier version of one artifact, changes you may have made to other artifacts are not lost.  By being tightly integrated into the graphical environment used to create and edit the project artifacts, it is extremely easy and straight-forward to move your files to and from the version control system and there is no dependency on another vendor’s version control system.  The built in version control system is optimized for managing the artifacts of ETL applications. It is equally important that the version control system supports all of the actions one typically performs such as rollbacks, locking and unlocking of files, and the ability to resolve conflicts.  Note that this particular ETL tool also has the capability to switch back and forth between multiple version control systems. It also needs to be easy to determine the status of an artifact.  Not just that it has been committed or modified, but when and by whom.  Generally you must query the version control system for this information, but having it displayed within the development environment is more desirable. Who’s ETL tool works in this fashion?  Last month I mentioned the data integration solution offered by expressor software.  The version control features I described in this post are all available in their just released expressor 3.1 Standard Edition through the integration of their expressor Studio development environment with a centralized metadata repository and version control system. You can download their Studio application, which is free, or evaluate the full Standard Edition on your own hardware.  It may be worth your time. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • How to Buy an SD Card: Speed Classes, Sizes, and Capacities Explained

    - by Chris Hoffman
    Memory cards are used in digital cameras, music players, smartphones, tablets, and even laptops. But not all SD cards are created equal — there are different speed classes, physical sizes, and capacities to consider. Different devices require different types of SD cards. Here are the differences you’ll need to keep in mind when picking out the right SD card for your device. Speed Class In a nutshell, not all SD cards offer the same speeds. This matters for some tasks more than it matters for others. For example, if you’re a professional photographer taking photos in rapid succession on a DSLR camera saving them in high-resolution RAW format, you’ll want a fast SD card so your camera can save them as fast as possible. A fast SD card is also important if you want to record high-resolution video and save it directly to the SD card. If you’re just taking a few photos on a typical consumer camera or you’re just using an SD card to store some media files on your smartphone, the speed isn’t as important. Manufacturers use “speed classes” to measure an SD card’s speed. The SD Association that defines the SD card standard doesn’t actually define the exact speeds associated with these classes, but they do provide guidelines. There are four different speed classes — 10, 8, 4, and 2. 10 is the fastest, while 2 is the slowest. Class 2 is suitable for standard definition video recording, while classes 4 and 6 are suitable for high-definition video recording. Class 10 is suitable for “full HD video recording” and “HD still consecutive recording.” There are also two Ultra High Speed (UHS) speed classes, but they’re more expensive and are designed for professional use. UHS cards are designed for devices that support UHS. Here are the associated logos, in order from slowest to fastest:       You’ll probably be okay with a class 4 or 6 card for typical use in a digital camera, smartphone, or tablet. Class 10 cards are ideal if you’re shooting high-resolution videos or RAW photos. Class 2 cards are a bit on the slow side these days, so you may want to avoid them for all but the cheapest digital cameras. Even a cheap smartphone can record HD video, after all. An SD card’s speed class is identified on the SD card itself. You’ll also see the speed class on the online store listing or on the card’s packaging when purchasing it. For example, in the below photo, the middle SD card is speed class 4, while the two other cards are speed class 6. If you see no speed class symbol, you have a class 0 SD card. These cards were designed and produced before the speed class rating system was introduced. They may be slower than even a class 2 card. Physical Size Different devices use different sizes of SD cards. You’ll find standard-size CD cards, miniSD cards, and microSD cards. Standard SD cards are the largest, although they’re still very small. They measure 32x24x2.1 mm and weigh just two grams. Most consumer digital cameras for sale today still use standard SD cards. They have the standard “cut corner”  design. miniSD cards are smaller than standard SD cards, measuring 21.5x20x1.4 mm and weighing about 0.8 grams. This is the least common size today. miniSD cards were designed to be especially small for mobile phones, but we now have a smaller size. microSD cards are the smallest size of SD card, measuring 15x11x1 mm and weighing just 0.25 grams. These cards are used in most cell phones and smartphones that support SD cards. They’re also used in many other devices, such as tablets. SD cards will only fit into marching slots. You can’t plug a microSD card into a standard SD card slot — it won’t fit. However, you can purchase an adapter that allows you to plug a smaller SD card into a larger SD card’s form and fit it into the appropriate slot. Capacity Like USB flash drives, hard drives, solid-state drives, and other storage media, different SD cards can have different amounts of storage. But the differences between SD card capacities don’t stop there. Standard SDSC (SD) cards are 1 MB to 2 GB in size, or perhaps 4 GB in size — although 4 GB is non-standard. The SDHC standard was created later, and allows cards 2 GB to 32 GB in size. SDXC is a more recent standard that allows cards 32 GB to 2 TB in size. You’ll need a device that supports SDHC or SDXC cards to use them. At this point, the vast majority of devices should support SDHC. In fact, the SD cards you have are probably SDHC cards. SDXC is newer and less common. When buying an SD card, you’ll need to buy the right speed class, size, and capacity for your needs. Be sure to check what your device supports and consider what speed and capacity you’ll actually need. Image Credit: Ryosuke SEKIDO on Flickr, Clive Darra on Flickr, Steven Depolo on Flickr

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • dependency analysis from C# code thru to database tables/columns

    - by fpdave
    I'm looking for a tool to do system wide dependency analysis in C# code and SQL-Server databases. Its looking like the only tool available that does this might be CAST (cast software), which is expensive and it does lots more besides that I dont really need. c# code thru to database column dependency would be hugely useful for many reasons, including: - determining effects of database changes throughout the system - seeing hot spots in the database schema - finding dead stored procedures/tables/etc - understanding the existing code base does anyone know of any such tools?

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  • Interleaving Arrays in OpenGL

    - by Benjamin Danger Johnson
    In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but I can't get my model to render using interleaved arrays (It worked when it was configuered to use multiple arrays) Now I know that all the data is properly being parsed from an obj file and information is being copied properly copied into the Vertex object array, but I still can't seem to get anything to render. Below is the code for initializing a model and drawing it (along with the Vertex struct for reference.) Vertex: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 uv; glm::vec3 tangent; glm::vec3 bitangent; }; Model Constructor: Model::Model(const char* filename) { bool result = loadObj(filename, vertices, indices); glGenVertexArrays(1, &vertexArrayID); glBindVertexArray(vertexArrayID); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW); } Draw Model: Model::Draw(ICamera camera) { GLuint matrixID = glGetUniformLocation(programID, "mvp"); GLuint positionID = glGetAttribLocation(programID, "position_modelspace"); GLuint uvID = glGetAttribLocation(programID, "uv"); GLuint normalID = glGetAttribLocation(programID, "normal_modelspace"); GLuint tangentID = glGetAttribLocation(programID, "tangent_modelspace"); GLuint bitangentID = glGetAttribLocation(programID, "bitangent_modelspace"); glm::mat4 projection = camera->GetProjectionMatrix(); glm::mat4 view = camera->GetViewMatrix(); glm::mat4 model = glm::mat4(1.0f); glm::mat4 mvp = projection * view * model; glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]); glBindVertexArray(vertexArrayID); glEnableVertexAttribArray(positionID); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].position); glEnableVertexAttribArray(uvID); glVertexAttribPointer(uvID, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].uv); glEnableVertexAttribArray(normalID); glVertexAttribPointer(normalID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].normal); glEnableVertexAttribArray(tangentID); glVertexAttribPointer(tangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].tangent); glEnableVertexAttribArray(bitangentID); glVertexAttribPointer(bitangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].bitangent); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, (void*)0); glDisableVertexAttribArray(positionID); glDisableVertexAttribArray(uvID); glDisableVertexAttribArray(normalID); glDisableVertexAttribArray(tangentID); glDisableVertexAttribArray(bitangentID); }

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  • What are must have tools for web development?

    - by Amir Rezaei
    Which are must have tools for web development under windows? It can include tools such as design, coding etc. Update: Please post only one and the best tool in your opinion for each type of tools. For instance post only the name of the best design tool and not a list of them. Update: By tools I don't necessary mean small softwares. I didn't find this question, hope no one has already asked it.

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  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • SQL Server Capacity Planner

    - by Colt
    Apart from the capacity planner tool for System Center and SharePoint Server, I was looking for a tool which can help me to estimate the capacity of SQL Server. I found an article on Microsoft.com for SQL Server 2000 sizing but unfortunately the links are obseleted and dead: Dell PowerMatch Server Sizing Software Compaq Active Answer Resources Finally I found an article that is "close" to my interest: Hardware and Software Requirements for Installing SQL Server 2008 If any of you heard of any tools in capacity planning or sizing for SQL Server, please drop me a message. Thanks,Colt

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Optical Illusion Freezes Water In Place [Video]

    - by Jason Fitzpatrick
    This clever optical illusion uses sound frequency and a digital camera to “freeze” water in time and space. YouTube user MrBibio explains the hack: Creating the illusion of a static flow of water using sound. Of course this isn’t my idea and plenty more refined examples already exist. I tried this same experiment years ago but using a strobe light, but it’s harsh on the eyes after a while and hard to video successfully. It only dawned on me shortly before making this that for video purposes, no strobe light is required. This is because the frame rate and shutter of the camera is doing a similar job to the strobe. The speaker-as-frequency-generator model is definitely easier on the eyes than similar experiments that rely on high-speed strobes. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Visual Studio 2010, Entity Framework, and Oracle

    - by Tobias Gunn
    While I was working on a SilverLight 4 demo I found out that Entity Framework is not supported directly through the .NET provider or ODP tools. In order to make them work you need to either write a wrapper of your own (wouldn't chance it) or else use a provider like DataDirect or Quest's upcoming tool. So far, I've been very happy with the DataDirect tool (found here http://www.datadirect.com/products/net/index.ssp). As I get a little farther along I'll post more on SL4, RIA, and EF.

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • How to use lemodev highscore plugin for unity?

    - by user3889649
    I am trying to add a server-sided highscore system to my game in unity. I have downloaded the free lemodev highscore plugin from the asset store but I cant figure out how to use it. I know where to put my server info and so on but other what are you supposed to do ? I added the main camera prefab that came with the package to my scene but other than adding an additional camera it did precisely nothing ( at least it seems that way ). Could anyone look into it and tell me how to use it ? The developer's website seems to have no information on the subject.

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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