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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • Question about whether I should pursue minors or work towards a masters [closed]

    - by user75493
    I'm a sophomore about to go into my Spring semester in a few weeks and I am trying to decide some major things that will affect the next few years of my life and was looking for some guidance/advice. I'm currently working towards a Bachelors in Computer Science and my question was whether I should minor in Corporate Strategy and Math or just work towards a Masters in Computer Science? I was wondering if employers are more looking for Masters degrees in Computer Science or if those minors could be beneficial to me. Some things that may affect responses: I already have all my other requirements filled for graduating except my Computer Science classes, I've already had an internship this past summer and am already hearing back from several companies about internships for this upcoming summer. Thanks in advance! - Alex

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  • 1 year to learn as much as possile - How would you plan this time?

    - by user1189880
    I have been messing around with web development and programming in general for a couple of years now, working in web development agencies and the like. I have now decided that I want to move to more general programming and do this permanently and as a career and have set myself a goal of 1 year to learn as much as I can before I go out and find a 'proper' job as a programmer. Do any programmers out there have any opinions on how this time should be split and what the most important things to focus on will be over the year. The languages I will be focusing my learning on are: c, php, python and go - all of which i have varying degrees of familiarity with. The ultimate goal here is to gain as good as foundation as possible and to be of a good enough level to interview successfully for a decent company.

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  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

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  • What to do about unreadable grub screen

    - by stevecoh1
    I have been upgrading my Ubuntu, from 10.04 to 12.04 to 12.10 to 13.04 in the past few days with varying degrees of success. One problem that has been constant through every step of the upgrade, since 12.04 is that a portion of the text on the grub screen is off the screen to the left so I can't completely make out what the options are. As I am having other troubles with the upgrade I would like to at least be able to see what options there are to me at boot time. Is there some sort of grub configuration that can handle this?

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  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

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  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

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  • update(100) behaves slightly different than 10 times update(10) - is that a problem? [on hold]

    - by futlib
    While looking into some test failures, I've identified an curious issue with my update logic. This: game.update(100); Behaves slightly different from: for (int i = 0; i < 10; i++) game.update(10); The concrete example here is a rotating entity. It rotates by exactly 360 degrees in the first case, but only by about 352 in the second. This leads to slight variations in how things move, depending on the frame rate. Not enough to be noticeable in practice, but I did notice it when writing tests. Now my question is: Should this be fully deterministic, i.e. the outcome of update(1) * n should equal update(n) exactly? Or is it normal to have some variance and I should make my test assertions more generous?

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • Wpf: Storyboard.TargetName works, but Setter TargetName doesn't.

    - by MainMa
    Hi, Let's say we have a XAML code like this: <Style TargetType="{x:Type ListBoxItem}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ListBoxItem}"> <Border HorizontalAlignment="Center" VerticalAlignment="Center"> <Border.LayoutTransform> <!--We are rotating randomly each image. Selected one will be rotated to 45°.--> <RotateTransform Angle="{Binding RandomAngle}" x:Name="globalRotation"/> </Border.LayoutTransform> <Grid> <Image Source="{Binding ImageLocation}" Stretch="None" /> <TextBlock x:Name="title" Text="{Binding Title}" /> </Grid> </Border> <ControlTemplate.Triggers> <Trigger Property="IsSelected" Value="True"> <Setter TargetName="title" Property="Visibility" Value="Visible"/> <!--The next line will not compile.--> <Setter TargetName="globalRotation" Property="Angle" Value="45"/> <Trigger.EnterActions> <BeginStoryboard> <Storyboard> <!--This compiles well.--> <DoubleAnimation Storyboard.TargetName="globalRotation" Storyboard.TargetProperty="Angle" To="45" Duration="00:00:03"/> </Storyboard> </BeginStoryboard> </Trigger.EnterActions> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> This code is intended to display a set of images in a listbox. Each image has a random rotation, but when selected, rotates to 45 degrees. Rotating selected image through a storyboard works well. I just specify Storyboard.TargetName and it rotates the image when selected (Trigger.ExitActions is omitted to make the code shorter). Now, if I want, instead of using a storyboard, assign 45 degrees value directly, I can't do that, because <Setter TargetName="globalRotation" Property="Angle" Value="45"/>: it compiles with "Cannot find the Trigger target 'globalRotation'. (The target must appear before any Setters, Triggers, or Conditions that use it.)" error. What happens? I suppose that Storyboard.TargetName is evaluated during runtime, so let me compile it. Is it right? How to make it work with just a setter, without using a storyboard?

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  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • Is there an algorithm for converting quaternion rotations to Euler angle rotations?

    - by Will Baker
    Is there an existing algorithm for converting a quaternion representation of a rotation to an Euler angle representation? The rotation order for the Euler representation is known and can be any of the six permutations (i.e. xyz, xzy, yxz, yzx, zxy, zyx). I've seen algorithms for a fixed rotation order (usually the NASA heading, bank, roll convention) but not for arbitrary rotation order. Furthermore, because there are multiple Euler angle representations of a single orientation, this result is going to be ambiguous. This is acceptable (because the orientation is still valid, it just may not be the one the user is expecting to see), however it would be even better if there was an algorithm which took rotation limits (i.e. the number of degrees of freedom and the limits on each degree of freedom) into account and yielded the 'most sensible' Euler representation given those constraints. I have a feeling this problem (or something similar) may exist in the IK or rigid body dynamics domains. Solved: I just realised that it might not be clear that I solved this problem by following Ken Shoemake's algorithms from Graphics Gems. I did answer my own question at the time, but it occurs to me it may not be clear that I did so. See the answer, below, for more detail. Just to clarify - I know how to convert from a quaternion to the so-called 'Tait-Bryan' representation - what I was calling the 'NASA' convention. This is a rotation order (assuming the convention that the 'Z' axis is up) of zxy. I need an algorithm for all rotation orders. Possibly the solution, then, is to take the zxy order conversion and derive from it five other conversions for the other rotation orders. I guess I was hoping there was a more 'overarching' solution. In any case, I am surprised that I haven't been able to find existing solutions out there. In addition, and this perhaps should be a separate question altogether, any conversion (assuming a known rotation order, of course) is going to select one Euler representation, but there are in fact many. For example, given a rotation order of yxz, the two representations (0,0,180) and (180,180,0) are equivalent (and would yield the same quaternion). Is there a way to constrain the solution using limits on the degrees of freedom? Like you do in IK and rigid body dynamics? i.e. in the example above if there were only one degree of freedom about the Z axis then the second representation can be disregarded. I have tracked down one paper which could be an algorithm in this pdf but I must confess I find the logic and math a little hard to follow. Surely there are other solutions out there? Is arbitrary rotation order really so rare? Surely every major 3D package that allows skeletal animation together with quaternion interpolation (i.e. Maya, Max, Blender, etc) must have solved exactly this problem?

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  • Saving new indicies, triangles and normals after WPF 3D transform

    - by sklitzz
    Hi, I have a 3D model which is lying flat currently, I wish for it to be rotated 90 degrees around the X axis. I have no problem doing this with the transforms. But to my knowledge all the transforms are a bunch of matrices multiplied. I would like to have the transform really alter all the coordinates of the indicies of the model. Is there a way to "save changes" after I apply a transform?

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  • How to see the code generated by the compiler

    - by atch
    Guys in one of excersises (ch.5,e.8) from TC++PL Bjarne asks to do following: '"Run some tests to see if your compiler really generates equivalent code for iteration using pointers and iteration using indexing. If different degrees of optimization can be requested, see if and how that affects the quality of the generated code"' Any idea how to eat it and with what? Thanks in advice.

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  • UIRotationGestureRecognizer minimum rotation value

    - by dc
    Is it possible to set a minimum rotation value necessary for a UIRotationGestureRecognizer to transition into UIGestureRecognizerStateRecognized? I'm using multiple recognizers, and my UIRotationGestureRecognizer keeps getting called with a very small rotation (Between 1 and 15 degrees either direction) rather than my UIPinchGestureRecognizer. What I'd like to do is only have the rotation be called if the rotation is within a certain range, otherwise cancel it and let the pinch be called.

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  • How to test GUI for color blind person?

    - by Daok
    Is there a way to test if a GUI is usable for color blind person? I know that it has many degrees and I guess that's why simply doing a screenshot in black & white is not the best way to test the usability of a GUI for a color blind person. What is the best way or best tool to do it?

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  • How do i rotate a CALayer around a diagonal axis?

    - by Mattias Wadman
    Hi, im trying to implement a flip animation to be used in board game like application. The animation is suppose to look like a game piece that rotate and change to the color of its back. I have managed to get a animation that flips around orthogonal axis, but when i try to flip around a diagonal axis by changing the rotation around the z-axis not surprisingly the actual image also gets rotated. Instead i would like to rotate the image as it is around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is the current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • Rotate webpage via code?

    - by Adam Davis
    I'm hoping that there's a relatively simple way to rotate a webpage a little bit, 30 degrees or so, while still leaving it fully functional and usable. I completely control the page, and can modify it to make this easier if needed. I'd rather not re-write the whole thing in SVG, though, but perhaps javascript and canvas will work? Is there a way using CSS, Javascript, or some other cross browser method that would allow me to accomplish this?

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  • Are products like MSSQL Server and Oracle are "ORDBMS"?

    - by n10i
    According to wikipedia! http://en.wikipedia.org/wiki/ORDBMS IBM's DB2, Oracle database, and Microsoft SQL Server, make claims to support this technology and do so with varying degrees of success So, are these products true "ORDBMS" like PostgreSQL? or they are they are long way from it? can someone plz! point me to any link where i can read about the features still to be implemented by these RDBMS to become true ORDBMS!

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  • In Bjarne's book.

    - by atch
    Guys in one of excersises (ch.5,e.8) from TC++PL Bjarne asks to do following: '"Run some tests to see if your compiler really generates equivalent code for iteration using pointers and iteration using indexing. If different degrees of optimization can be requested, see if and how that affects the quality of the generated code"' Any idea how to eat it and with what? Thanks in advice.

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  • I need to write a program that reads angles in radians from an input disk and converts them in degre

    - by Amadou
    Write a program that reads angles in radians from an input disk le and converts them into degrees, minutes, and seconds. Output should be written into another le. A sample input le could be: # this is a comment # your program should be able to skip comment lines # and blank lines # input radian numbers could be seperated by blanks 0.0 1.0 # or by a newline 3.141593 6.0

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  • Great Circle & Ray intersection

    - by Karl T
    I have a Latitude, Longitude, and a direction of travel in degrees true north. I would like to calculate if I will intersect a line defined by two more Lat/Lon points. I figure the two points defining the line would create my great circle and my location and azimuth would define my ray (or possibly a small circle). Any ideas?

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