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  • Internet Explorer 9 is coming Monday to a web near you

    - by brian_ritchie
    Internet Explorer 9 is finally here...well almost.  Microsoft is releasing their new browser on March 14, 2011. IE9 has a number of improvements, including: Faster, Faster, Faster.  Did I mention it is faster?   With the new browsers coming out from Mozilla, Google, and Microsoft, there have been a flood of speed test coverage.  Chrome has long held the javascript speed crown.  But according to Steven J. Vaughan-Nichols over at ZDNET..."for the moment at least IE9 is actually the fastest browser I’ve tested to date."  He came to this revelation after figuring out that the 32-bit version of IE9 has the new Chakra JIT (the 64-bit version doesn't).  It also has a DirectX-based rendering engine so it can do cool tricks once reserved for desktop applications. Windows 7 Desktop Integration.  Read my post for more details.  Unfortantely, they didn't integrate my ideas...at least not yet :) Hot new UI.  Ok, they "borrowed" some ideas from Chrome...but that is the best form of flattery. Standards Compliance.  A real focus on HTML5 and CSS3.  Definite goodness for developers. So, go get yourself some IE9 on Monday and enjoy! 

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  • web browsing vs. torrent traffic, and bandwidth priority?

    - by suli8
    recently i did download big torrent files. (120 Gb). and i need to seed them back to at least 1.5 ratio. my upload speed is 130 Kb/s max. the problem is that i need to seed them as fast as possible. but i browse the web a lot. and browsing with no upload left, can be very frustrating. I'm looking for something like this, torrent are on max. seeding rate, but when the browser needs the bandwidth, it gets it. priority is to web browser, but when not needed, torrent can be at max. i'm aware that i can change torrent client max speed. but doing it manually everytime and every 5 minutes or so, is hard. Info: i'm using firefox/chrome my torrent client is Ktorrent i'm on 11.10 with unity i do have a router, it's a HAG. and i can't access all it's properties. is this possible even? changing the priority in the system monitor for the applications can do the job?the nice value i mean. is there a way to set priority bandwidth usage for different apps? thank you!

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  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • How do I debug an overheating problem?

    - by Tab
    Hello guys. I have a problem with my Laptop (Dell Inspiron 1564 Core i5 4GB Ram VGA ATI Mobility Radeon HD 4300 running Ubuntu 10.10 32bit). It shuts down abruptly without even a lag in the application I am working with before shutdown. I think it's overheating problem. Actually the laptop is hot all the time when I am running Ubuntu. When I switch back to windows, even with intense load it won't shutdown or show any problem as long as I keep proper ventilation (when the air openings are blocked it does the same). Actually on Ubuntu i don't usually do things that need much CPU power, usually surfing internet, coding web pages and sometimes playing with python and ruby. I am not enabling desktop effects so no GPU load except the normal GNOME gui. Now as I am writing the Processor load in the panel monitor applet is 0%, Memory 11% by programs, 22% by cache. And i have CPU Frequency monitor for each of the 4 cores set to 1.20 Ghz (the lowest possible value, i am not sure if this applet does really limit CPU usage). Running sensors in terminal gave me temp1: +26.8°C (crit = +100.0°C) temp2: +0.0°C (crit = +100.0°C) hddtemp /dev/sda at the terminal gave me /dev/sda: WDC WD3200BEVT-75ZCT2: 46°C All that fine but the laptop is Really hot i can feel it in the keyboard, mouse pad is painful to touch, and the fan is always spinning. I am also placing 2 small fans running on USB under the laptop right now and the laptop is lifted over the fans so it's well ventilated. When I am running windows it doesn't get that hot except when there is a really big load on the CPU and this is keeping me away from using Linux for everyday tasks. Actually I don't care much for speed as I can deal with low speed it's not going to shutdown abruptly. So please if you can help me and tell me what are the possible causes, where should I start ?

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Internet unusably slow with Realtek Semiconductor Co., Ltd. RTL8111/8168B card

    - by user42424
    So I have recently installed Ubuntu 11.10 for a dual boot with wind 7. After the install I had like 300 updates, so I installed them. At first I could use the internet, although it was extremely slow. However now I cannot, sometimes it will load and others it will simply time out. When I try to download something it will either take forever or will not at all. This is a wired system. On Windows side my speeds are fine. Any help would be greatly appreciated. Also like I said I am new to Linux/Ubuntu so please be nice. One last thing, I also installed 11.10 for same dual boot on my laptop, and wireless speed is the same as on Windows? Only the wired desktop gives me the problem? Hear is some hardware info.. Hope it helps. Mobo: Gigabyte GA=880GMA- AMD / CPU: AMD Phenom (tm) IIx4 965 / 16 GB Ram / Realtek PCIe GBE Family Controller / Cisco Linksys E2000 / Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) / eth0 Link encap:Ethernet HWaddr 50:e5:49:33:64:cf inet addr:192.168.1.118 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::52e5:49ff:fe33:64cf/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:76722 errors:0 dropped:76722 overruns:0 frame:76722 TX packets:49692 errors:0 dropped:65 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:107956638 (107.9 MB) TX bytes:4342553 (4.3 MB) Interrupt:44 Base address:0x2000 thanks to roadmr problem solved! I powered down PC, un plugged power from pc end, waited a few (maybe 3)minutes. plugged power back in, pushed and held power button for 30 + seconds. Let go, powered on PC, and my Internet is fine! downloads and web speed blaze, just like on my Win 7 boot, maybe even faster. Problem Solved, Thanks to all!! **

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  • New Write Flash SSDs and more disk trays

    - by Steve Tunstall
    In case you haven't heard, the Write SSDs the ZFSSA have been updated. Much faster now for the same price. Sweet. The new write-flash SSDs have a new part number of 7105026 , so make sure you order the right ones. It's important to note that you MUST be on code level 2011.1.4.0 or higher to use these. They have increased in IOPS from 6,000 to 11,000, and increased throughput from 200MB/s to 350MB/s.    Also, you can now add six SAS HBAs (up from 4) to the 7420, allowing one to have three SAS channels with 12 disk trays each, for a new total of 36 disk trays. With 3TB drives, that's 2.5 Petabytes. Is that enough for you? Make sure you add new cards to the correct slots. I've talked about this before, but here is the handy-dandy matrix again so you don't have to go find it. Remember the rules: You can have 6 of any one kind of card (like six 10GigE cards), but you only really get 8 slots, since you have two SAS cards no matter what. If you want more than 12 disk trays, you need two more SAS cards, so think about expansion later, too. In fact, if you are going to have two different speeds of drives, in other words you want to mix 15K speed and 7,200 speed drives in the same system, I would highly recommend two different SAS channels. So I would want four SAS cards in that system, no matter how many trays you have. 

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • TechEd 2012: Fast SQL Server

    - by Tim Murphy
    While I spend a certain amount of my time creating databases (coding around SQL Server and setup a server when I have to) it isn’t my bread and butter.  Since I have run into a number of time that SQL Server needed to be tuned I figured I would step out of my comfort zone and see what I can learn. Brent Ozar packed a mountain of information into his session on making SQL Server faster.  I’m not sure how he found time to hit all of his points since he was allowing the audience abuse him on Twitter instead of asking questions, but he managed it.  I also questioned his sanity since he appeared to be using a fruit laptop. He had my attention though when he stated that he had given up on telling people to not use “select *”. He posited that it could be fixed with hardware by caching the data in memory.  He continued by cautioning that having too many indexes could defeat this approach.  His logic was sound if not always practical, but it was a good place to start when determining the trade-offs you need to balance.  He was moving pretty fast, but I believe he was prescribing this solution predominately for OLTP database prior to moving on to data warehouse solutions. Much of the advice he gave for data warehouses is contained in the Microsoft Fast Track guidance so I won’t rehash it here.  To summarize the solution seems to be the proper balance memory, disk access speed and the speed of the pipes that get the data from storage to the CPU.  It appears to be sound guidance and the session gave enough information that going forward we should be able to find the details needed easily.  Just what the doctor ordered. del.icio.us Tags: SQL Server,TechEd,TechEd 2012,Database,Performance Tuning

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Whats a good host for an active vBulletin site?

    - by Kyle
    I've been switching hosts using a VPS each time and I'm just really not sure I'm finding the right VPS's. I've used a VPS from burst.net & rubyringtech and I just feel like it's slowly killing my site because of the slow speed. I really don't know if it's the network or the VPS itself but I really wish to fix this. When I TOP into the VPS peak times it shows this: top - 03:18:56 up 16:33, 1 user, load average: 1.33, 1.40, 1.33 Tasks: 30 total, 1 running, 29 sleeping, 0 stopped, 0 zombie Cpu(s): 27.2%us, 13.6%sy, 0.0%ni, 59.2%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 1048576k total, 679712k used, 368864k free, 0k buffers Swap: 0k total, 0k used, 0k free, 0k cached And pages take atleast a good 2-3 minutes to load. I have only like 50-60 members on the forum also. I had a shared hosting account and the forum was lightning fast.... Is a VPS a bad idea? :\ What should I do to fix this? I'm running lighttpd with xcache, and the latest mysql + php version. The server is a intel i7 2600 w/ 1gb uplink (I think the 1gb uplink is a lie because I've tested the network and the highest download speed I've seen was 20mb/s from a code.google page) All in all I've seen people talking about linode. Should I try them? I honestly don't need a dedicated server yet it's only 50-70 members online. What should I do? I really want a VPS because I enjoy root access. Does anyone have any suggestions?

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";}

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Enhance GIMP’s Image Editing Power with Gimp Paint Studio

    - by Asian Angel
    Does your GIMP installation need a little super-charging? Using Gimp Paint Studio you can add a wonderful set of brushes, tools, and more to GIMP and take your work up to the next level. For our example we chose to install the beta version of Gimp Paint Studio on Ubuntu 10.10. Once you download the .zip file and unzip it, all that you need to do is manually transfer the contents shown here to the appropriate GIMP folders on your system. You can see the location of the destination folders here on our system… Note: Make certain to make a back-up copy of the “sessionrc and toolrc files” before you transfer Gimp Paint Studio into your installation (in case you would like to or need to revert back to the originals later). When you finish transferring the files start GIMP up and get ready to have fun. And if your experience is like ours then you should see a noticeable difference in window size and arrangement from the default settings. Here are some samples of the exceptional artwork done by Ramon Miranda and Mozart Couto using Gimp Paint Studio. Really impressive! Artwork by Ramon Miranda & Mozart Couto. Watch the introduction video and see Gimp Paint Studio in action. Download Gimp Paint Studio for Linux, Windows, and Mac [Gimp Paint Studio Homepage] *Keep in mind that there are stable and beta releases available, so choose the version that you are most comfortable with using. View the Installation Guides for Gimp Paint Studio *Page contains wonderful “video and written” versions for adding/installing Gimp Paint Studio to your system. Gimp Paint Studio Video Tutorials Library Visit the Gimp Paint Studio Gallery Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Enhance GIMP’s Image Editing Power with Gimp Paint Studio Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper

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