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  • How to calculate continuous motion with angular velocity in 2d

    - by Rulk
    I'm really new with physics. Maybe someone would be able to help me to solve the next problem: I need to calculate position of an agent on the plane(2D) in next time step where time step is large(20+ seconds) What I know about agent's motion: Initial Position Direction(normalised vector) Velocity(linear function from time ) - object always moves along it's direction Angular Velocity(linear function from time) Optional: External force direction External force (linear function from time) Running discreet simulation with t-0 is not an option.

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  • 2D Polygon Triangulation

    - by BleedObsidian
    I am creating a game engine using the JBox2D physics engine. It only allows you to create polygon fixtures up to 8 vertices, To create a body with more than 8 vertices, you need to create multiple fixtures for the body. My question is, How can I split the polygons a user creates into smaller polygons for JBox2D? Also, what topology should I use when splitting the polygons and why? (If JBox2D can have up to 8 vertices, why not split polygons into 8 per polygon)

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • How do I get a collision event from a KActor subclass?

    - by Almo
    I have a subclass of KActor, and I want an event when it collides with things. event RigidBodyCollision seems to be what I want according to this http://wiki.beyondunreal.com/UE3:Actor_events_%28UDK%29#RigidBodyCollision Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold greater than 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold As far as I can tell, I have these set up, and the event is not called for any collisions (KActor-KActor, KActor-world geometry, etc). Is there something else I need to do?

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  • Excel graph: turn stacked bar chart into part bullet chart

    - by Mike
    I've a simple data file that has one column of actuals and another of target against categories. I would like to turn the TARGET figure into a 'Bullet marker'. I've seen it done on other graphs but I'm struggling with the category column being overwritten with the xy axis values. Or if I get close to doing it then the xy markers are not central. I've checked out Peltier but his examples are based on even more comlicated data than mine, so the steps required didn't seem to match up. Help greatly appreciated. Thanks Mike. Example Data: Cat Actual target A 10 15 B 10 12 C 20 17

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  • Aligning Numbered Bullet Points in Word 2007

    - by Frustratedwithbullets
    Hello, I am putting together a very large business manual which incorportaes numbered heading, steps to follow, diagrams, etc. When using the bullet points, they align perfectly as I work through the processes. However when I include a diagram, or something different from the "norm" of text, the alignment changes. I would like all the bullets points to be aligned in the whole document regardless of where they appear in the document. Is there a way to save the settings so that the bullets always appear in the same position? Currently I am having to reset the indents by dragging the tabs on the ruler. This will be a large document, so I don't want to manually adjust the numbered bullets every time. Help would be greatly appreciated. Thanks very much.

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  • Create my own custom ellipsis bullet point

    - by Airn5475
    I regularly use an ellipsis as a bullet point in a list of items in Word/Outlook 2010. Example: I like summer because... ... it's warm out. ... we go on vacation. ... my birthday is in July. Currently in Word/Outlook if you type certain characters like a hyphen and hit space, it will automatically start a bulleted list using the hyphen. I would really like the same functionality with the ellipsis. When I type the third period and hit space, start a bulleted list. Does anyone know of a way to do this? Registry hack? Hidden Word Setting?

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • Font not showing bullet points

    - by Hanpan
    I have embedded my font using the embed meta tag, along which the entire range of Unicode characters... here is my CustomTextField class: [Embed(source='../assets/fonts/Arial.ttf',fontName='CustomFont',fontWeight='regular', unicodeRange='U+0020-U+0040,U+0041-U+005A,U+005B-U+0060,U+0061-U+007A,U+007B-U+007E,U+0080-U+00FF,U+0100-U+017F,U+0400-U+04FF,U+0370-U+03FF,U+1E00-U+1EFF', mimeType='application/x-font-truetype' )] public static var MY_FONT:Class; [Embed(source='../assets/fonts/Arial Bold.ttf',fontName='CustomFont',fontWeight='bold', unicodeRange='U+0020-U+0040,U+0041-U+005A,U+005B-U+0060,U+0061-U+007A,U+007B-U+007E,U+0080-U+00FF,U+0100-U+017F,U+0400-U+04FF,U+0370-U+03FF,U+1E00-U+1EFF', mimeType='application/x-font-truetype' )] public static var MY_FONT_BOLD:Class; public static const DEFAULT_FONT:String = "CustomFont"; public static const DEFAULT_TEXT_COLOUR:int = 0x000000; public static const DEFAULT_TEXT_SIZE:int = 14; private var _tf:TextFormat = new TextFormat(DEFAULT_FONT, DEFAULT_TEXT_SIZE, DEFAULT_TEXT_COLOUR); public function CustomTextField():void { Font.registerFont(CustomTextField.MY_FONT); Font.registerFont(CustomTextField.MY_FONT_BOLD); _tf.size = 16; antiAliasType = AntiAliasType.ADVANCED; sharpness = 0; defaultTextFormat = _tf; autoSize = TextFieldAutoSize.LEFT; embedFonts = true; } public override function set htmlText(value:String):void { super.htmlText = value; setTextFormat(_tf); } For some reason, using tags intends the text perfectly, but I am not seeing any bullet points. The font is just standard Arial, so it isn't a case of the font missing the bullet character. Does anyone have any idea as to why Flex is not showing the bullet point characters?

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  • Is there a keyboard shortcut to indent a nested bullet point in a table cell the proper way?

    - by ray023
    Open Word and insert a table (1 x 1 will work just fine). Right-click in the table and, in the context menu, select "Bullets" and a bullet image from the bullet library. Type something and press enter. Type something else, but, instead of clicking enter, right-click and select "Increase Indent" Notice something else moves into the proper indentation of a nested bullet: Outside of a Word table, you would simply press tab to get this behavior, but I want a keyboard shortcut (if available) to do this inside the table. This is what I've tried: Ctrl + Tab: Just indents the text, not the bullet Ctrl + T: Same as Ctrl + Tab Ctrl + M: Indents the text and the bullet but does not change the bullet style Can this be done outside the right-click context menu?

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  • How to get a physics engine like Nape working?

    - by Glacius
    Introduction: I think Nape is a relatively new engine so some of you may not know it. It's supposedly faster than box2d and I like that there is decent documentation. Here's the site: http://code.google.com/p/nape/ I'm relatively new to programming. I am decent at AS3's basic functionality, but every time I try to implement some kind of engine or framework I can't even seem to get it to work. With Nape I feel I got a little further than before but I still got stuck. My problem: I'm using Adobe CS5, I managed to import the SWC file like described here. Next I tried to copy the source of one of the demo's like this one and get it to work but I keep getting errors. I made a new class file, copied the demo source to it, and tried to add it to the stage. My stage code basically looks like this: import flash.Boot; // these 2 lines are as described in the tutorial new Boot(); var demo = new Main(); // these 2 are me guessing what I'm supposed to do addChild(demo); Well, it seems the source code is not even being recognized by flash as a valid class file. I tried editing it, but even if I get it recognized (give a package name and add curly brackets) but I still get a bunch of errors. Is it psuedo code or something? What is going on? My goal: I can imagine I'm going about this the wrong way. So let me explain what I'm trying to achieve. I basically want to learn how to use the engine by starting from a simple basic example that I can edit and mess around with. If I can't even get a working example then I'm unable to learn anything. Preferably I don't want to start using something like FlashDevelop (as I'd have to learn how to use the program) but if it can't be helped then I can give it a try. Thank you.

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  • Why is Farseer not working in Windows Phone 7/8?

    - by Bryan
    I created a new Windows Phone Game (4.0) project in Visual Studio Express 2012 and added the Farseer project to the solution explorer. But adding a reference to the Farseer project is not working. I always get this error message: A reference to 'Farseer Physics XNA WP7' could not be added. References with different refresh levels are not supported. What is wrong? How can I use Farseer in Windows Phone 7/8? I uploaded the two projects on pastebin. Farseer project: pastebin.com/uyRusHxM Windows Phone project: pastebin.com/s74Gr66y

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • How can I make an object's hitbox rotate with its texture?

    - by Matthew Optional Meehan
    In XNA, when you have a rectangular sprite that doesnt rotate, it's easy to get its four corners to make a hitbox. However, when you do a rotation, the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collision examples, but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want.

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  • Development platform for 2D web and mobile games

    - by Robert Vella
    Is there a game development platform -- similar to Torque, or Unity -- which can be used to deploy 2D games on the following platforms: Web iOs Android Xbox Live Arcade (Preferred but not required) And which has an integrated or mature physics engine? Perhaps, even a built in editor? I've looked at the following possibilities but I've found something missing in each one. Of course in each case I may be guilty of misconception. Corona SDK (No web deployment, no windows support) Torque 2D (No web deployment) Flash + Flash Punk or Flixel (No native android deployment, and I'm not sure if it is stable on mobile platforms) Unity + SpriteManager2 (Not really optimised for 2D games, and I haven't seen enough advanced 2D examples -- like say platformers -- to really have any confidence in using it for something like this) Has anyone had any luck with this?

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  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Platformer gravity where gravity is greater than tile size

    - by Sara
    I am making a simple grid-tile-based platformer with basic physics. I have 16px tiles, and after playing with gravity it seems that to get a nice quick Mario-like jump feel, the player ends up moving faster than 16px per second at the ground. The problem is that they clip through the first layer of tiles before collisions being detected. Then when I move the player to the top of the colliding tile, they move to the bottom-most tile. I have tried limiting their maximum velocity to be less than 16px but it does not look right. Are there any standard approaches to solving this? Thanks.

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  • LaTeX-like display programming environment

    - by Gage
    I used to be a hobbyist programmer, but now I'm also a fairly experienced physicist and find myself programming to solve certain problems quite a lot. In physics, we use variables with superscripts, subscripts, italics, underlines, etc etc. To bridge this gap to the computer we usually use LaTeX. Now, I generally use MATLAB for handling any data and such, and find it very irritating that I can't basically use LaTeX for variable names. Something as simple as sy has to be named either sigma_y or some descriptive name like peak_height_error. I don't necessarily want full on workable LaTeX in my code, but I do want to be able to use greek letters and super/sub-scripts at the very least. Does this exist?

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  • Cocos2d and Body with few collision shapes using chipmunk

    - by Eimantas
    I'm using Cocos2d (0.99.5) with chipmunk physics engine. Currently I'm trying to place a body into space which is combined from few circle shapes. Let's say I have a corresponding sprite image with displays atom (nucleus + 3 electrons around it. Something like this without orbit lines). In it's simplest form - only one circle shape at the center should be enough which would detect collisions from other objects with nucleus. Now I'd like to add other circle shapes for each electron. How can I do that? Now when I add those shapes to the body and add the body into chipmunk space - the shapes (together with the body/sprite) start flickering and spinning with no recognizable pattern (or reason for that matter).

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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