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  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

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  • Breakout clone, how to handle/design for collision detection/physics between objects?

    - by Zolomon
    I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use per-pixel based collision detection, but then I thought it might be easier with line/circle intersection testing. So, then I naturally consider making a polygon class for the line-based objects and use the built-in circle class for the circular objects. That sounds like an OK approach, right? And then just check for collision using the specified algorithm based on the objects that might be within each other's range?

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Is there a good way to get pixel-perfect collision detection in XNA?

    - by ashes999
    Is there a well-known way (or perhaps reusable bit of code) for pixel-perfect collision detection in XNA? I assume this would also use polygons (boxes/triangles/circles) for a first-pass, quick-test for collisions, and if that test indicated a collision, it would then search for a per-pixel collision. This can be complicated, because we have to account for scale, rotation, and transparency. WARNING: If you're using the sample code from the link from the answer below, be aware that the scaling of the matrix is commented out for good reason. You don't need to uncomment it out to get scaling to work.

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • ext4 filesystem corruption -- maybe hardware error?

    - by pts
    I'm getting these errors in dmesg after about half an hour after I turn on the computer: [ 1355.677957] EXT4-fs error (device sda2): htree_dirblock_to_tree: inode #1318420: (comm updatedb.mlocat) bad entry in directory: directory entry across blocks - block=5251700offset=0(0), inode=1802725748, rec_len=179136, name_len=32 [ 1355.677973] Aborting journal on device sda2-8. [ 1355.678101] EXT4-fs (sda2): Remounting filesystem read-only [ 1355.690144] EXT4-fs error (device sda2): htree_dirblock_to_tree: inode #1318416: (comm updatedb.mlocat) bad entry in directory: directory entry across blocks - block=5251699offset=0(0), inode=2194783952, rec_len=53280, name_len=152 [ 1356.864720] EXT4-fs error (device sda2): htree_dirblock_to_tree: inode #1312795: (comm updatedb.mlocat) bad entry in directory: directory entry across blocks - block=5251176offset=1460(13748), inode=1432317541, rec_len=208208, name_len=119 /dev/sda is an SSD, and it's using the noop scheduler. /etc/fstab entry: UUID=acb4eefa-48ff-4ee1-bb5f-2dccce7d011f / ext4 errors=remount-ro,noatime,discard,user_xattr 0 1 System information: $ cat /proc/mounts | grep /dev/sd /dev/sda1 /boot ext2 rw,noatime,errors=continue 0 0 $ cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.04 DISTRIB_CODENAME=lucid DISTRIB_DESCRIPTION="Ubuntu 10.04.3 LTS" $ uname -a Linux leetpad 2.6.35-30-generic-pae #61~lucid1-Ubuntu SMP Thu Oct 13 21:14:29 UTC 2011 i686 GNU/Linux I've run memtest for 7 hours, it didn't found any memory errors. Any obvious ideas what can go wrong in this case? The most reasonable thing I can imagine is that the SSD is silently dropping some write requests, which eventually leads to an EXT4 filesystem inconsistency (but no disk I/O errors). How can this happen? Is there a relevant configuration option I should ensure to be set correctly? What tools should I use to diagnose the hardware failures? Would it be possible to diagnose the SSD failure without overwriting data?

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  • linux hardware raid 10 / lvm / virtual machine partition alignment and filesystem optimization

    - by Jason Ward
    I've been reading everything I can find about partition alignment and filesystem optimization (ext4 and xfs) but still don't know enough to be confident in setting up my current configuration. My remaining confusion comes from the LVM layer and if I should use raid parameters on the filesystem in guest os'es. My main questions are: When I use 'pvcreate --dataalignment' do I use the stripe-width as calculated for a filesystem on RAID (128kB for ext4 in my situation), the Stripe size of the RAID set (256kB), something else altogether, or do I not need this? When I create ext2/3/4 or xfs filesystems in guests on the Logical Volumes, should I add the settings for the underlying RAID (e.g. mkfs.ext4 -b 4096 -E stride=64,stripe-width=128)? Does anyone see any glaring errors in my set up below? I'm running some benchmarks now but haven't done enough to start comparing results. I have four drives in RAID 10 on a 3ware 9750-4i controller (more details on the settings below) giving me a 6.0TB device at /dev/sda. Here is my partition table: Model: LSI 9750-4i DISK (scsi) Disk /dev/sda: 5722024MiB Sector size (logical/physical): 512B/512B Partition Table: gpt Number Start End Size File system Name Flags 1 1.00MiB 257MiB 256MiB ext4 BOOTPART boot 2 257MiB 4353MiB 4096MiB linux-swap(v1) 3 4353MiB 266497MiB 262144MiB ext4 4 266497MiB 4460801MiB 4194304MiB Partition 1 is to be the /boot partition for my xen host. Partition 2 is swap. Partition 3 is to be the root (/) for my xen host. Partition 4 is to be (the only) physical volume to be used by LVM (for those who are counting, I left about 1.2TB unallocated for now) For my Xen guests, I usually create a Logical Volume of the needed size and present it to the guests for them to partition as needed. I know there are other ways of handling that but this method works best for my situation. Here's the hardware of interest on my CentOS 6.3 Xen Host: 4x Seagate Barracuda 3TB ST3000DM001 Drives (sector size: 512 logical/4096 physical) 3ware 9750-4i w/BBU (sector size reported: 512 logical/512 physical) All four drives make up a RAID 10 array. Stripe: 256kB Write Cache enabled Read Cache: intelligent StoreSave: Balance Thanks!

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  • Screen Flickering: Hardware or Software?

    - by Wesley
    I have a Samsung N120 netbook (upgraded to 2GB DDR2 RAM) and there has been a screen flickering issue for some time now. However, I have not been able to accurately determine whether it is a software or hardware issue. Here are some of the symptoms: The flicker is white-colored and shows up as vertical lines. Flickering or not, there may be occasionally some random blue patterns (no image distortion) The screen tends to flicker more when the screen is not tilted back all the way. When tilting the screen back and forth, the screen will usually flicker. Some images on the screen may randomly distort without full-on flickering. The screen will flicker only on certain websites, but not on others. A certain part of a webpage may constantly be distorted randomly, even when scrolling. While flickering, the mouse will not move though I'm moving my finger along the touchpad. A connected external monitor does not have any problems. The flickering is completely random and does not seem to follow any CPU/GPU usage trends. Flickering usually gets worse when the screen brightness is turned higher. There will be flickering on battery and while plugged in. Search up "Samsung N120 - Screen Flickering" on YouTube for an idea of what the flickering looks like. However, there is no visible distortions and the flickering seems to stop when the screen has dimmed. Since the problems started, I tried formatting and using Windows 7, then formatted again and went back to Windows XP. The screen was also replaced sometime during this past summer. The uninstallation of the Samsung Battery Manager (on the original install of XP) seemed to reduce the flicker partially, but eventually got worse. So, what could possibly be the problem?

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  • Piecing together low-powered hardware for an RS-232 terminal server

    - by Fred
    I'm working on reconstructing my Cisco lab for training/educational purposes and I found that the actual terminal server I have is dead. I have a couple of 8-port PCI serial cards which would be more than ample for my lab, but I don't want to leave my personal computer running to be able to access the console ports. Ideally I would access the terminal server remotely, either by SSH/RDP to the box (depending on what OS I go with) or by installing a software package that allows me to telnet directly to a serial port. I know I've found a program that does this under Linux in the past but its name escapes me at the moment. I'm thinking about scavenging for some old hardware, on eBay or something, to put together a low-powered PC. Needs to be something that: Has Low-power consumption Has at least 2 PCI slots (though I certainly wouldn't complain about having more) Has onboard Ethernet (or, if not, another PCI or ISA slot (not shared)) Can be headless once an OS installed (probably Linux) I'm currently leaning towards an old fashioned Pentium (sub-133MHz era) but I am wondering if anybody else knows of another platform/mobo that would suit these needs. Alternatively, I've been considering buying a Raspberry Pi and a big USB hub along with a bunch of USB-Serial adapters but this sounds like it'd get messy quick with cables and adapters all over the place, and I may not even have the same ttyS#'s between boots.

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  • Inexpensive (used) hardware for Xen virtualization test?

    - by Jason Antman
    Virtualization is one of the areas where I could really use some experience. I also run quite a few services (web, mail, dns, etc.) out of my home. Since most of my hardware is getting a bit old (I'm running on stuff that was surplused years ago...) I decided that it's about time I start renewing some things, and also play around with virtualization a bit more. My plan is to setup a SAN box (simple iSCSI target, relatively inexpensive gigE switch), get a pair (for starters) of new servers, and start building some new stuff with Xen, specifically planning on playing with live migration and full virtualization. Does anyone have recommendations for used, older "servers" (really anything in a rack-mount form factor, I'm not too worried about things like iLO/iLOM for the test nodes) that support VT-x/AMD-V? I'm biased to HP, but it looks like they didn't make Proliants with VT-x/Vanderpool processors until G6 (for the DL360) or so, which is way out of my price range. I'm looking in the sub-$300 range (or less, if possible), used, probably Ebay. Any recommendations are greatly appreciated. Edit:And, to catch this before the comments start coming - these are personal systems. I have first-generation Proliants still in use (I got them as corporate surplus in 05, they've been running since then, and probably were running since 01 or 02 prior to being sold). I don't need anything shiny and new - I've got a bunch of old boxes, at least one complete replacement for every model in use, and that's fine for me (and easy on the wallet).

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  • How to use Hardware RAID in Ubuntu Server

    - by user2071938
    I have an Adaptec RAID-Controller and created an RAID-1(Mirroring) succesfully. Now I have installed Ubuntu Server 12.04.3. When I type fdisk -l I get this output: bf@fileserver:~$ sudo fdisk -l Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Disk /dev/sda doesn't contain a valid partition table Disk /dev/sdb: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Disk /dev/sdb doesn't contain a valid partition table Disk /dev/sdc: 80.0 GB, 80026361856 bytes 255 heads, 63 sectors/track, 9729 cylinders, total 156301488 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0004c454 Device Boot Start End Blocks Id System /dev/sdc1 * 2048 499711 248832 83 Linux /dev/sdc2 501758 156301311 77899777 5 Extended /dev/sdc5 501760 156301311 77899776 8e Linux LVM Disk /dev/mapper/fileserver--vg-root: 75.6 GB, 75606523904 bytes 255 heads, 63 sectors/track, 9191 cylinders, total 147668992 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/mapper/fileserver--vg-root doesn't contain a valid partition table Disk /dev/mapper/ddf1_Data: 1000.1 GB, 1000065728512 bytes 255 heads, 63 sectors/track, 121584 cylinders, total 1953253376 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Disk /dev/mapper/ddf1_Data doesn't contain a valid partition table Disk /dev/mapper/fileserver--vg-swap_1: 4160 MB, 4160749568 bytes 255 heads, 63 sectors/track, 505 cylinders, total 8126464 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/mapper/fileserver--vg-swap_1 doesn't contain a valid partition table The 80 GB HDD is for the System The 1000.2 GB HDD should be for my data. But I'm a bit confused becauser there are listed two 1000.2 GB HDDs, due the Hardware RAID shoudln't there be only one HDD vissible to the OS? (I have two 1000.2 GB HDDs in an Raid-1 Array) dmraid gives me bf@fileserver:~$ sudo dmraid -r /dev/sdb: ddf1, ".ddf1_disks", GROUP, ok, 1953253376 sectors, data@ 0 /dev/sda: ddf1, ".ddf1_disks", GROUP, ok, 1953253376 sectors, data@ 0 so It seems to be ok? But how do I partitionate this disks and which one should I mount(sdb or sda?) Hope you can help me thx Florian

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  • Sub Rectangle or ROI problem in opencv

    - by iva123
    Hi, I'm trying to convert this c code(http://nashruddin.com/OpenCV_Eye_Detection) to the python code, but in c style, he used cvROI thing, since ROI functions are not supported by python-opencv, I tried cvGetSubRect so Here is the eye detection part of the code : eye_region = cvGetSubRect(image,cvRect(face.x,int(face.y + (face.height/4)),face.width,int(face.height/2))) eyes = cvHaarDetectObjects(eye_region,eyeCascade,memo,1.15,3,0,cvSize(25,15)) for e in eyes: cvRectangle(image, cvPoint( int(e.x), int(e.y)), cvPoint(int(e.x + e.width), int(e.y + e.height)), CV_RGB(0, 255, 0), 1, 8, 0) return image; When I run this code, It draws rectangles irrelevant places. I thought, eye_region coordinates are wrong, and tried some coordinates, but it didn't work. Any idea ? Note :Face detection method works very well, and it's code is same with the eye detection method.

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  • Collision Detection - Java - Rectangle

    - by Trizicus
    I would like to know if this is a good idea that conforms to best practices that does not lead to obscenely confusing code or major performance hit(s): Make my own Collision detection class that extends Rectangle class. Then when instantiating that object doing something such as Collision col = new Rectangle(); <- Should I do that or is that something that should be avoided? I am aware that I 'can' but should I? I want to extend Rectangle class because of the contains() and intersects() methods; should I be doing that or should I be doing something else for 2D collision detection in Java?

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  • Adaboost algorithm and its usage in face detection

    - by Hani
    I am trying to understand Adaboost algorithm but i have some troubles. After reading about Adaboost i realized that it is a classification algorithm(somehow like neural network). But i could not know how the weak classifiers are chosen (i think they are haar-like features for face detection) and how finally the H result which is the final strong classifier can be used. I mean if i found the alpha values and compute the H ,how am i going to benefit from it as a value (one or zero) for new images. Please is there an example describes it in a perfect way? i found the plus and minus example that is found in most adaboost tutorials but i did not know how exactly hi is chosen and how to adopt the same concept on face detection. I read many papers and i had many ideas but until now my ideas are not well arranged. Thanks....

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  • What is better: CSS hacks or browser detection?

    - by Darryl Hein
    Commonly when I look around the Internet, I find that people are generally using CSS hacks to make their website look the same in all browsers. Personally, I have found this to be quite time consuming to find all of these hacks and test them; each change you make you have to test in 4+ browsers to make sure it didn't break anything else. About a year ago, I looked around the Internet for what other major sites are using (Yahoo, Google, BBC, etc) and found that most of them are doing some form of browser detection (JS, HTML if statements, server based). I have started doing this as well. On almost all of the sites I have worked on recently, I use jQuery, so I use the built in browser detection. Is there a reason you use or don't use either of these?

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  • IBM Keynote: (hardware,software)–>{IBM.java.patterns}

    - by Janice J. Heiss
    On Sunday evening, September 30, 2012, Jason McGee, IBM Distinguished Engineer and Chief Architect Cloud Computing, along with John Duimovich IBM Distinguished Engineer and Java CTO, gave an information- and idea-rich keynote that left Java developers with much to ponder.Their focus was on the challenges to make Java more efficient and productive given the hardware and software environments of 2012. “One idea that is very interesting is the idea of multi-tenancy,” said McGee, “and how we can move up the spectrum. In traditional systems, we ran applications on dedicated middleware, operating systems and hardware. A lot of customers still run that way. Now people introduce hardware virtualization and share the hardware. That is good but there is a lot more we can do. We can share middleware and the application itself.” McGee challenged developers to better enable the Java language to function in these higher density models. He spoke about the need to describe patterns that help us grasp the full environment that an application needs, whether it’s a web or full enterprise application. Developers need to understand the resources that an application interacts with in a way that is simple and straightforward. The task is to then automate that deployment so that the complexity of infrastructure can be by-passed and developers can live in a simpler world where the cloud can automatically configure the needed environment. McGee argued that the key, something IBM has been working on, is to use a simpler pattern that allows a cloud-based architecture to embrace the entire infrastructure required for an application and make it highly available, scalable and able to recover from failure. The cloud-based architecture would automate the complexity of setting up and managing the infrastructure. IBM has been trying to realize this vision for customers so they can describe their Java application environment simply and allow the cloud to automate the deployment and management of applications. “The point,” explained McGee, “is to package the executable used to describe applications, to drop it into a shared system and let that system provide some intelligence about how to deploy and manage those applications.”John Duimovich on Improvements in JavaMcGee then brought onstage IBM’s Distinguished Engineer and CTO for Java, John Duimovich, who showed the audience ways to deploy Java applications more efficiently.Duimovich explained that, “When you run lots of copies of Java in the cloud or any hypervisor virtualized system, there are a lot of duplications of code and jar files. IBM has a facility called ‘shared classes’ where we put shared code, read only artefacts in a cache that is sharable across hypervisors.” By putting JIT code in ahead of time, he explained that the application server will use 20% less memory and operate 30% faster.  He described another example of how the JVM allows for the maximum amount of sharing that manages the tenants and file sockets and memory use through throttling and control. Duimovich touched on the “thin is in” model and IBM’s Liberty Profile and lightweight runtime for the cloud, which allows for greater efficiency in interacting with the cloud.Duimovich discussed the confusion Java developers experience when, for example, the hypervisor tells them that that they have 8 and then 4 and then 16 cores. “Because hypervisors are virtualized, they can change based on resource needs across the hypervisor layer. You may have 10 instances of an operation system and you may need to reallocate memory, " explained Duimovich.  He showed how to resize LPARs, reallocate CPUs and migrate applications as needed. He explained how application servers can resize thread pools and better use resources based on information from the hypervisors.Java Challenges in Hardware and SoftwareMcGee ended the keynote with a summary of upcoming hardware and software challenges for the Java platform. He noted that one reason developers love Java is it allows them to ignore differences in hardware. He stated that the most important things happening in hardware were in network and storage – in developments such as the speed of SSD, the exploitation of high-speed, low-latency networking, and recent developments such as storage-class memory, and non-volatile main memory. “So we are challenged to maintain the benefits of Java and the abstraction it provides from hardware while still exploiting the new innovations in hardware,” said McGee.McGee discussed transactional messaging applications where developers send messages transactionally persist a message to storage, something traditionally done by backing messages on spinning disks, something mostly outdated. “Now,” he pointed out, “we would use SSD and store it in Flash and get 70,000 messages a second. If we stored it using a PCI express-based flash memory device, it is still Flash but put on a PCI express bus on a card closer to the CPU. This way I get 300,000 messages a second and 25% improvement in latency.” McGee’s central point was that hardware has a huge impact on the performance and scalability of applications. New technologies are enabling developers to build classes of Java applications previously unheard of. “We need to be able to balance these things in Java – we need to maintain the abstraction but also be able to exploit the evolution of hardware technology,” said McGee. According to McGee, IBM's current focus is on systems wherein hardware and software are shipped together in what are called Expert Integrated Systems – systems that are pre-optimized, and pre-integrated together. McGee closed IBM’s engaging and thought-provoking keynote by pointing out that the use of Java in complex applications is increasingly being augmented by a host of other languages with strong communities around them – JavaScript, JRuby, Scala, Python and so forth. Java developers now must understand the strengths and weaknesses of such newcomers as applications increasingly involve a complex interconnection of languages.

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • Huge dataset point in polygon in .net (collision detection)

    - by Rickard Liljeberg
    I have a pretty big mesh with polygons, usually triangles but sometimes rectangles. Each point in my mesh has a value (value has nothing to do with coordinates). Now I am creating a second mesh in the same coordinate-space as the old mesh. I now want to interpolate out values for all points (vertices) in the new mesh using the values from the old mesh. Now I could loop each polygon in the new mesh and detect which old vertices are in each polygon by making 2d collision detection (altho even this I don't get to function properly so if anyone has simple and fast code for 2d collision detection (triangle is enough) I would gladly see it). However to my main point again. looping each old vertice for each new polygon seems less than efficient. is there a better way?

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  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

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  • Using CGRectIntersectsRect for collision detection

    - by user309030
    Hi guys, I've got a long rectangular image which is rotated at different kind of angles. However the frame of the rectangular image does not rotate along with the image and instead, the rotation causes the frame to to become larger to fit the rotated image. So when I used CGRectIntersectsRect, the collision detection is totally off because the other image colliding with the rectangular image will collide before it even reaches the visible area of the rect image. In case you don't really know what I'm talking about, have a look at the ascii drawing: normal rectangular image frame, O - pixels, |, – - frame |----------| |OOOOOOOOOO| |----------| after rotation |----------| |O | | O | | O | | O | | O | | O | | O | | O | | O | |----------| I've read through some of the collision articles but all of them are talking about collision with a normal straight rectangle and what I really want is collision with a slanted image, preferably pixel collision detection. TIA for any suggestions made.

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  • Opinions on collision detection objects with a moving scene

    - by Evan Teran
    So my question is simple, and I guess it boils down to how anal you want to be about collision detection. To keep things simple, lets assume we're talking about 2D sprites defined by a bounding box. In addition, let's assume that my sprite object has a function to detect collisions like this: S.collidesWith(other); Finally the scene is moving and "walls" in the scene can move, an object may not touch a wall. So a simple implementation might look like this (psuedo code): moveWalls(); moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } The problem with this is that if the sprite and wall move towards each other, depending on the circumstances (such as diagonal moment). They may pass though each other (unlikely but could happen). So I may do this instead. moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } This takes care of the passing through each other issue, but another rare issue comes up. If they are adjacent to each other (literally the next pixel) and both the wall and the sprite are moving left, then I will get an invalid collision since the wall moves, checks for collision (hit) then the sprite is moved. Which seems unfair. In addition, to that, the redundant collision detection feels very inefficient. I could give the player movement priority alleviating the first issue but it is still checking twice. moveSprite(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } moveWalls(); foreach(wall as w) { if(s.collidesWith(w)) { gameover(); } } Am I simply over thinking this issue, should this just be chalked up to "it'll happen rare enough that no one will care"? Certainly looking at old sprite based games, I often find situations where the collision detection has subtle flaws, but I figure by now we can do better :-P. What are people's thoughts?

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  • Collision detection by sliding against a plane in XNA

    - by Bevin
    Hello, I am attempting to engineer a collision detection algorithm for a custom Minecraft client I'm making. Basically, the entire world is made up of cubes, and the player (or camera) needs to be able to stand on and move against these cubes. The result I want is illustrated in this image: The green line is the player's movement vector. When the player is brushing up against a plane of one of the cubes, I want the vector to change to one that is perpendicular with the plane. The vector should, however, keep all of it's velocity in the plane's direction, yet lose all velocity towards the plane. I hope I've made my question clear. What is the best and most efficient way to implement a collision detection system like this? Also, will a system like this allow for a simple gravity component?

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