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  • Windows 8 Metro UI with Multiple Monitors -- Keep in always maximized?

    - by Jersey Dude
    Before installing Win 8 today, my plan was to keep the Metro UI up on my smaller, laptop monitor and have the classic UI running on my two larger monitors. However, in reality, as soon as I click on something in one of the classic UI monitors, the Metro UI minimizes (thus exposing the classic UI in its place). Is there any way to keep the Metro UI from minimizing when I do something in another monitor? Oddly enough, if there is an app running/suspended in the Metro Window, then the Metro UI is not minimized. If the Start screen is currently viewed, clicking in a classic window/monitor switches the Metro UI from the start screen to the last run app. Very peculiar .. Thanks

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  • Quality wise, is Windows Media Audio 10 Professional equivalent to WMA?

    - by Louis
    I noticed that for encoding CD rips, Zune is still using WMA 9.2 instead of WMA 10 Pro. On a given file using the highest quality VBR settings looks like this: VBR Quality 98, 44 kHz, stereo 1-pass VBR On the same file if I use WMA 10 Pro, with the same settings, the resulting file is about 20% smaller. Using my ears, I'm unable to tell the difference, but I'm wondering if this was the goal of WMA 10 Pro (to be as good as WMA at a lower bitrate). Is the quality of a WMA 10 Pro file equal to that of a WMA 9.2 file encoded with the same settings?

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  • How would I write a terminal command to download a folder with wget from a Media Temple (gs) server?

    - by racl101
    I'm trying to download a folder using wget on the Terminal (I'm usin a Mac if that matters) because my ftp client sucks and keeps timing out. It doesn't stay connected for long. So I was wondering if I could use wget to connect via ftp protocol to the server to download the directory in question. I have searched around in the internet for this and have attempted to write the command but it keeps failing. So assuming the following: ftp username is: [email protected] ftp host is: ftp.s12345.gridserver.com ftp password is: somepassword I have tried to write the command in the following ways: wget -r ftp://[email protected]:[email protected]/path/to/desired/folder/ wget -r ftp://serveradmin:[email protected]/path/to/desired/folder/ When I try the first way I get this error: Bad port number. When I try the second way I get a little further but I get this error: Resolving s12345.gridserver.com... 71.46.226.79 Connecting to s12345.gridserver.com|71.46.226.79|:21... connected. Logging in as serveradmin ... Login incorrect. What could I be doing wrong?

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  • Windows 8 Metro/Modern Start Screen with Multiple Monitors -- Keep it always maximized?

    - by Jersey Dude
    Before installing Win 8 today, my plan was to keep the Metro UI up on my smaller, laptop monitor and have the classic UI running on my two larger monitors. However, in reality, as soon as I click on something in one of the classic UI monitors, the Metro UI minimizes (thus exposing the classic UI in its place). Is there any way to keep the Metro UI from minimizing when I do something in another monitor? Oddly enough, if there is an app running/suspended in the Metro Window, then the Metro UI is not minimized. If the Start screen is currently viewed, clicking in a classic window/monitor switches the Metro UI from the start screen to the last run app. Very peculiar..

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  • Certifications in the new Certify

    - by richard.miller
    The most up-to-date certifications are now available in Certify - New Additions Feb 2011! What's not yet available can still be found in Classic Certify. We think that the new search will save you a ton of time and energy, so try it out and let us know. NOTE: Not all cert information is in the new system. If you type in a product name and do not find it, send us feedback so we can find the team to add it!. Also, we have been listening to every feedback message coming in. We have plans to make some improvements based on your feedback AND add the missing data. Thanks for your help! Japanese ??? Note: Oracle Fusion Middleware certifications are available via oracle.com: Fusion Middleware Certifications. Certifications viewable in the new Certify Search Oracle Database Oracle Database Options Oracle Database Clients (they apply to both 32-bit and 64-bit) Oracle Enterprise Manager Oracle Beehive Oracle Collaboration Suite Oracle E-Business Suite, Now with Release 11i & 12! Oracle Siebel Customer Relationship Management (CRM) Oracle Governance, Risk, and Compliance Management Oracle Financial Services Oracle Healthcare Oracle Life Sciences Oracle Enterprise Taxation Management Oracle Retail Oracle Utilities Oracle Cross Applications Oracle Primavera Oracle Agile Oracle Transportation Management (G-L) Oracle Value Chain Planning Oracle JD Edwards EnterpriseOne (NEW! Jan 2011) 8.9+ and SP23+ Oracle JD Edwards World (A7.3, A8.1, A9.1, and A9.2) Certifications viewable in Classic Certify Classic certify is the "old" user interface. Clicking the "Classic Certify" link from Certifications QuickLinks will take you there. Enterprise PeopleTools Release 8.49, Release 8.50, and Release 8.51 Other Resources See the Tips and Tricks for the new Certify. Watch the 4 minute introduction to the new certify. Or how to get the most out of certify with a advanced searching and features demo with the new certify. =0)document.write(unescape('%3C')+'\!-'+'-') //--

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  • Android chess development design [on hold]

    - by Plejo
    I want to develop human vs human android chess game and I have bunch of new questions. I would like to have screen where online players are shown(nickname, rating) and when player challenge antoher player and he accpet it game begins. These are my questions: When player install application, does he have to create account/login or does every instance of installed application have some kind of ID so I can recognize it on server side? I want to have also ratings of players saved in my DB so login procedure will probably be necessary. When player connects to server server updates online players list. When he challenge another player and he accept server exchange ip`s(and ports? which port to use?) between players. Then they connect to each other and game begins. What is best practice for connection between server-android and android-android? Probably sockets, right? Is there any library for handling lost connection etc.? Which server do you recommend?

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  • Random Access Violation Exception in WPF Application

    - by PT1984
    Hi, I am facing weird problem while running regression tests on my WPF Application. I am getting AccessViolationException with different stacktraces each time. First : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.Release(IntPtr pIUnkown) at MS.Win32.PresentationCore.UnsafeNativeMethods.MILUnknown.ReleaseInterface(IntPtr& ptr) at System.Windows.Media.SafeMILHandle.ReleaseHandle() at System.Runtime.InteropServices.SafeHandle.InternalFinalize() at System.Runtime.InteropServices.SafeHandle.Dispose(Boolean disposing) at System.Runtime.InteropServices.SafeHandle.Finalize() Source :PresentationCore Type : System.AccessViolationException. Second : Message :Attempted to read or write protected memory. This is often an indication that other memory is corrupt. StackTrace : at MS.Win32.PresentationCore.UnsafeNativeMethods.IMILBitmapEffect.GetOutput(SafeHandle THIS_PTR, UInt32 uiIndex, SafeMILHandle pContext, BitmapSourceSafeMILHandle& ppBitmapSource) at System.Windows.Media.Effects.BitmapEffect.GetOutput(SafeHandle unmanagedEffect, Int32 index, BitmapEffectRenderContext context) at System.Windows.Media.Effects.BitmapEffect.GetOutput(BitmapEffectInput input) at System.Windows.Media.Effects.BitmapEffectState.GetEffectOutput(Visual visual, RenderTargetBitmap& renderBitmap, Matrix worldTransform, Rect windowClip, Matrix& finalTransform) at System.Windows.Media.Effects.BitmapEffectVisualState.RenderBitmapEffect(Visual visual, Channel channel) at System.Windows.Media.Effects.BitmapEffectContent.ExecuteRealizationsUpdate() at System.Windows.Media.RealizationContext.RealizationUpdateSchedule.Execute() at System.Windows.Media.MediaContext.Render(ICompositionTarget resizedCompositionTarget) at System.Windows.Media.MediaContext.RenderMessageHandlerCore(Object resizedCompositionTarget) at System.Windows.Media.MediaContext.AnimatedRenderMessageHandler(Object resizedCompositionTarget) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state) at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter) at System.Windows.Threading.Dispatcher.Invoke(DispatcherPriority priority, Delegate method, Object arg) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg) at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame) at System.Windows.Threading.Dispatcher.Run() at System.Windows.Application.RunDispatcher(Object ignore) at System.Windows.Application.RunInternal(Window window) at System.Windows.Application.Run(Window window) at System.Windows.Application.Run() at Main() Source :PresentationCore Type :System.AccessViolationException In Application Event Log I found following entries : Dispatcher processing has been suspended, but messages are still being processed. Faulting application **.exe, version 1.0.0.*, stamp 4c08d288, faulting module wpfgfx_v0300.dll, version 3.0.6920.1427, stamp 488f3056, debug? 0, fault address 0x0012ec36. My Application uses Dispatcher from another thread, to change the values of the controls , enable - disable those, change visibility etc., the thred is run multiple times in a second. Please let me know if anybody has faced this problem? Thanks in advance, -Prasad

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  • Issue with TurnBased Multiplayer Game in Game-kit

    - by Nirav
    I am working with cocos2d game in which i am implementing Game-kit. My game supports multiplayer option. Actually as given example Raywenderlich link. I am GKTurnBasedMultiplayer class from Game-kit. But now the issue when first player connected to game center and will select option of "Play Now" it automatches for another player. but issue is it directly connects and starts the match, and doesn't wait for another player. I am using [[GCTurnBasedMatchHelper sharedInstance] findMatchWithMinPlayers:2 maxPlayers:4 viewController:viewConroller]; for connecting and playing with other players but directly connects the match. I want to wait for another player. That is the issue. I am also using GCTurnBasedMatchHelper Class.

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  • How to use Moonlight to play videos on rtlmost.hu?

    - by B. Roland
    Hi! In Hungary, the biggest TV channel is RTL Klub, they has a video archive site. They use Silverlight instead of Flash :( What is annoying, they use the lastest version of Silverlight, about 4.x. But Moonlight doesn't support it yet. I've been tried in Google Chrome (last dev version), and in Firefox (last stable version), and I've been used the both versions of Moonlight, the lastest stable, and the prerelease. The player loader is displayed, and loaded, but no player displayed after 30 mins waiting. If I want to swith to Ubuntu completly, how can I manage to play these videos? Thanks for your anwsers. Testvideo here. Debug info: Source: http://www.rtlklub.hu/most/player/soda/SodaMediaCenter.Player.Rtl.v3.5.xap Width: 555px Height: 490px Background: # RuntimeVersion: 4.0.50826.0 Windowless: no MaxFrameRate: 60 Codecs: ms-codecs Build configuration: debug, sanity checks

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  • Improving first person camera and implementing third person camera

    - by brainydexter
    I want to improve upon my first person camera implementation and extend it to, so the user can toggle between third person/first person view. My current setup: draw():: glPushMatrix(); m_pCamera->ApplyCameraTransform(); // Render gameObjects glPopMatrix(); Camera is strongly coupled to the player, so much so, that it is a friend of player. This is what the Camera::ApplyCameraTransform looks like: glm::mat4 l_TransformationMatrix; m_pPlayer->m_pTransformation->GetTransformation(l_TransformationMatrix, false); l_TransformationMatrix = glm::core::function::matrix::inverse(l_TransformationMatrix); glMultMatrixf(glm::value_ptr(l_TransformationMatrix)); So, I take the player's transformation matrix and invert it to yield First person camera view. Since, Third person camera view is just a 'translated' first person view behind the player; what would be a good way to improve upon this (keeping in mind that I will be extending it to Third person camera as well. Thanks

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  • Ask the Readers: Backing Your Files Up – Local Storage versus the Cloud

    - by Asian Angel
    Backing up important files is something that all of us should do on a regular basis, but may not have given as much thought to as we should. This week we would like to know if you use local storage, cloud storage, or a combination of both to back your files up. Photo by camknows. For some people local storage media may be the most convenient and/or affordable way to back up their files. Having those files stored on media under your control can also provide a sense of security and peace of mind. But storing your files locally may also have drawbacks if something happens to your storage media. So how do you know whether the benefits outweigh the disadvantages or not? Here are some possible pros and cons that may affect your decision to use local storage to back up your files: Local Storage Pros You are in control of your data Your files are portable and can go with you when needed if using external or flash drives Files are accessible without an internet connection You can easily add more storage capacity as needed (additional drives, etc.) Cons You need to arrange room for your storage media (if you have multiple externals drives, etc.) Possible hardware failure No access to your files if you forget to bring your storage media with you or it is too bulky to bring along Theft and/or loss of home with all contents due to circumstances like fire If you are someone who is always on the go and needs to travel as lightly as possible, cloud storage may be the perfect way for you to back up and access your files. Perhaps your laptop has a hard-drive failure or gets stolen…unhappy events to be sure, but you will still have a copy of your files available. Perhaps a company wants to make sure their records, files, and other information are backed up off site in case of a major hardware or system failure…expensive and/or frustrating to fix if it happens, but once again there is a nice backup ready to go once things are fixed. As with local storage, here are some possible pros and cons that may influence your choice of cloud storage to back up your files: Cloud Storage Pros No need to carry around flash or bulky external drives All of your files are accessible wherever there is an internet connection No need to deal with local storage media (or its’ upkeep) Your files are still safe if your home is broken into or other unfortunate circumstances occur Cons Your files and data are not 100% under your control Possible hardware failure or loss of files on the part of your cloud storage provider (this could include a disgruntled employee wreaking havoc) No access to your files if you do not have an internet connection The cloud storage provider may eventually shutdown due to financial hardship or other unforeseen circumstances The possibility of your files and data being stolen by hackers due to a security breach on the part of your cloud storage provider You may also prefer to try and cover all of the possibilities by using both local and cloud storage to back up your files. If something happens to one, you always have the other to fall back on. Need access to those files at or away from home? As long as you have access to either your storage media or an internet connection, you are good to go. Maybe you are getting ready to choose a backup solution but are not sure which one would work better for you. Here is your chance to ask your fellow HTG readers which one they would recommend. Got a great backup solution already in place? Then be sure to share it with your fellow readers! How-To Geek Polls require Javascript. Please Click Here to View the Poll. Latest Features How-To Geek ETC The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know Winter Sunset by a Mountain Stream Wallpaper Add Sleek Style to Your Desktop with the Aston Martin Theme for Windows 7 Awesome WebGL Demo – Flight of the Navigator from Mozilla Sunrise on the Alien Desert Planet Wallpaper Add Falling Snow to Webpages with the Snowfall Extension for Opera [Browser Fun] Automatically Keep Up With the Latest Releases from Mozilla Labs in Firefox 4.0

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  • Samba smb.conf read only and read/write accounts

    - by Pieter
    Below you can see my smb.conf, pieter is my admin user read/write on the shares works good with that account. Then I have a leecher account that has been added with smbpasswd -a leecher to the smb users, it is set up so this user only has read access to the shares. This works on MegaSam and on Thumbnails but not on my other drives, leecher does not get any access on the other shares. [global] security = user [MegaSam] comment = MegaSam path = /media/MegaSam browsable = yes guest ok = no read list = leecher write list = pieter create mask = 0755 [SilentBob] comment = SilentBob path = /media/SilentBob browsable = yes guest ok = no read list = leecher write list = pieter create mask = 0755 [Thumbnails] comment = Thumbnails path = /media/Thumbnails browsable = yes guest ok = no read list = leecher write list = pieter create mask = 0755 [Downloads] comment = Downloads path = /media/Downloads browsable = yes guest ok = no read list = leecher write list = pieter create mask = 0755

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  • ubuntu automount: only mounting drives as root?

    - by glisignoli
    I'm sharing the /mount dir with smb so users on my network can access use drives added to my linux box. Users are able to read files but not write, modify or delete files or directories. I'm using ubuntu 10.04 server edition with halevt installed for usb auto mounting. Afaik halevt is automounting the drives to /media/ but the drives are showing up as: drwxrwxr-x 1 root root 20480 2010-12-29 20:40 disk drwxrwxr-x 1 root root 24576 2010-12-21 17:20 Sparta mount gives me: /dev/sda1 on /boot type ext2 (rw) /dev/sdb1 on /media/disk type fuseblk (rw,nosuid,nodev,sync,allow_other,blksize=4096,default_permissions) /dev/sdc1 on /media/Sparta type fuseblk (rw,nosuid,nodev,sync,allow_other,blksize=4096,default_permissions) When I umount the drives, the folders /media/disk and /media/Sparta are both removed. I tried changing the permissions with chown to nobody:nogroup but it doesn't work (which I assume is because they are ntfs drives).

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  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • 1080p playback on external monitor

    - by xibalban
    My system (netbook) specs: 1.6 GHz dual core atom N2600 2 GB DDR3 RAM Integrated GMA3600 GPU Win 7 Professional 32 Bit Daum Pot Player V-1.5 The issue: I downloaded a 1.33 GB sized 1920 x 1080 HD documentary (file extension: mp4) and it plays without a hitch using pot player. However, when I connected an external display (an LED Full HD 24" monitor) using D-Sub, the video plays fine but the player controls become very unresponsive. For instance, it takes about 40 seconds to exit full screen while playing. I tried: Installed/updated all the latest monitor drivers Updated the VGA drivers for GMA3600 No other programs ran while the video played, with most unwanted services and background processes disabled/killed. CPU usage goes only up to 49% when the video plays Question: What may I do in order to improve the player response/video playback experience? Do I need to play with (or change) Pot Player's default video decoders, etc?

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  • Ubuntu confuses my partitions

    - by Diego
    I have 3 relevant partitions split between 2 disks, sda2: Windows 1 partition sda3: Ubuntu partition sdb1: Data partition I was using pysdm to add a label to my partitions and somehow I seem to have screwed up my installation. Now, every time I access the Data partition mounted in /media/Data I see the files in my Windows partition, and viceversa. I've tried unmounting and remounting correctly to no avail, it seems that wherever I mount sda2, if I access that folder I get the files in sdb1, and viceversa. Anyone know what may have happened and how to solve this? Update: This is the result of blkid: /dev/sda1: LABEL="System Reserved" UUID="C62603F02603E073" TYPE="ntfs" /dev/sda2: LABEL="Windows" UUID="00A6D498A6D49010" TYPE="ntfs" /dev/sda5: UUID="033cac3b-6f77-4f09-a629-495dc866866a" TYPE="ext4" /dev/sdb1: LABEL="Data" UUID="BCD83AE3D83A9B98" TYPE="ntfs" These are the contents of my ftsab file: UUID=033cac3b-6f77-4f09-a629-495dc866866a / ext4 errors=remount-ro,user_xattr 0 1 /dev/sda1 /media/Boot_old ntfs defaults 0 0 /dev/sda2 /media/Windows ntfs defaults 0 0 /dev/sdb1 /media/Data ntfs nls=iso8859-1,ro,users,umask=000 0 0

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  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • NTFS partitions mount as root instead of user as set in /etc/fstab

    - by G1bs0n
    I recently upgraded a server to Ubuntu 12.04 with a fresh install and my NTFS partitions won't mount as user at boot but I can mount them as user manually from the console with $ sudo mount -a. Using ntfsfix reports no problems and chkdisk sees nothing wrong under Windows 7. Are the drives not ready to be mounted at boot and default to root instead of user for some reason? Here is my /etc/fstab: UUID=E4E6B30CE6B2DDCC /media/Bowles ntfs-3g defaults,uid=1000,gid=1000,umask=022 0 0 UUID=A040C42340C3FDD2 /media/Burroughs ntfs-3g defaults,uid=1000,gid=1000,umask=022 0 0 UUID=EA022C73022C46C3 /media/DoctorGonzo ntfs-3g defaults,uid=1000,gid=1000,umask=022 0 0 UUID=BA425A384259FA19 /media/Geist ntfs-3g defaults,uid=1000,gid=1000,umask=022 0 0 UUID=E87CFAE57CFAAE06 /media/DouglasAdams ntfs-3g defaults,uid=1000,gid=1000,umask=022 0 0 Here is the output of ls -l after boot: drwxr-xr-x 1 xbmc xbmc 4096 Oct 31 21:46 Bowles drwxrwxr-x 1 root users 8192 Oct 31 21:46 Burroughs drwxrwxr-x 1 root users 4096 Oct 28 21:45 DoctorGonzo drwxrwxr-x 1 root users 12288 Oct 31 19:56 DouglasAdams drwxrwxr-x 1 root users 4096 Nov 3 01:03 Geist If I unmount and mount again with $ sudo mount -a from console, the output of ls -l: drwxr-xr-x 1 xbmc xbmc 4096 Oct 31 21:46 Bowles drwxr-xr-x 1 xbmc xbmc 8192 Oct 31 21:46 Burroughs drwxr-xr-x 1 xbmc xbmc 4096 Oct 28 21:45 DoctorGonzo drwxr-xr-x 1 xbmc xbmc 12288 Oct 31 19:56 DouglasAdams drwxr-xr-x 1 xbmc xbmc 4096 Nov 3 01:03 Geist Update I was fooling myself, I had a custom udev rule set up to auto-mount file systems by label for USB drives, borrowed from here, but didn't update the rule to accommodate for my additional hard drives. Updating the rule to auto-mount only drives after /dev/sde solved my problem. Thank you again for your reply cartoonist.

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