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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Reduce power consumption of gaming computer while idle

    - by White Phoenix
    This is my current build: EVGA X58 (first generation) motherboard Intel i7 965 clocked @ 3.3 Ghz 3x DDR3-1600 Corsair RAM at stock timings and voltages Corsair AX750 80 Plus Gold PSU 1 Optical Drive 1 Seagate 7200.10 500 GB drive 2x Western Digital Caviar Black 1 TB drives OCZ Vertex 1 60 GB EVGA GTX 460 oc'd at 800/1600/1850 Antec 1200 case HT-Omega Striker 7.1 Sound Card Windows 7 32-bit Professional (PAE Enabled) I've already seen this post Reduce power use on computer and this post How do I lower power consumption of my computer and while useful, I'm looking for answers specific to my build and OS. I'm pretty sure this build is a energy-intensive build by default, but I want to try to reduce the amount of energy my build uses when I leave it idle (when I go to bed or go out, etc). The first requirement for this machine is that I need to leave it on, so I cannot turn it off while it's being unused. I run it as a file server for personal reasons and I also leave it on in case people leave me messages on various IM services and chat clients (IRC, MSN, Steam, XFire, Pidgin, etc). I'm also unable to replace the parts in my computer with a cheaper "greener" part. What are some ways to minimize the amount of power the machine uses? I'm already using a high efficiency power supply (80 Plus Gold), but I imagine there's other things that can be done in the BIOS and Windows' power settings to reduce power usage while I'm not using the computer. From what I can tell, I can't use Sleep since that'll disable network access (whole reason why I leave the computer on in the first place). I already turn off my monitor when it's not in use. I enabled Intel SpeedStep within the BIOS (I know, I have a 965 and why am I enabling SpeedStep?) Should I bring the graphics card back to stock speeds and lower the clock on the processor even more? Main reason why I'm asking is I think this computer alone is the reason why my power bill is high, so I want to reduce its consumption to as low as possible without having to shut the thing down.

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  • Normal map applied as diffuse textures looks wrong

    - by KaiserJohaan
    Diffuse textures works fine, but I am having problem with normal maps, so I thought I'd tried to apply the normal maps as the diffuse map in my fragment shader so I could see everything is OK. I comment-out my normal map code and just set the diffuse map to the normal map and I get this: http://postimg.org/image/j9gudjl7r/ Looks like a smurf! This is the actual normal map of the main body: http://postimg.org/image/sbkyr6fg9/ Here is my fragment shader, notice I commented out normal map code so I could debug the normal map as a diffuse texture "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Here is my wrapper around a texture OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureFormat textureFormat, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); GLint glTextureFormat = (textureFormat == TextureFormat::TEXTURE_FORMAT_RGB ? GL_RGB : textureFormat == TextureFormat::TEXTURE_FORMAT_RGBA ? GL_RGBA : GL_RED); glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } OpenGLTexture::~OpenGLTexture() { glDeleteBuffers(1, &mTexture); CHECK_GL_ERROR(mLogger); } And here is the sampler I create which is shared between Diffuse and normal textures // texture sampler setup glGenSamplers(1, &mTextureSampler); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_S, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameteri(mTextureSampler, GL_TEXTURE_WRAP_T, GL_REPEAT); CHECK_GL_ERROR(mLogger); glSamplerParameterf(mTextureSampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, mCurrentAnisotropy); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifDiffuseTexture"), OpenGLTexture::TEXTURE_UNIT_DIFFUSE); CHECK_GL_ERROR(mLogger); glUniform1i(glGetUniformLocation(mDefaultProgram.GetHandle(), "unifNormalTexture"), OpenGLTexture::TEXTURE_UNIT_NORMAL); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_DIFFUSE, mTextureSampler); CHECK_GL_ERROR(mLogger); glBindSampler(OpenGLTexture::TEXTURE_UNIT_NORMAL, mTextureSampler); CHECK_GL_ERROR(mLogger); SetAnisotropicFiltering(mCurrentAnisotropy); The diffuse textures looks like they should, but the normal looks so wierd. Why is this?

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  • Example map-reduce oozie program not working on CDH 4.5

    - by user2002748
    I am using Hadoop (CDH 4.5) on my mac since some time now, and do run map reduce jobs regularly. I installed oozie recently (again, CDH4.5) following instructions at: http://archive.cloudera.com/cdh4/cdh/4/oozie-3.3.2-cdh4.5.0/DG_QuickStart.html, and tried to run sample programs provided. However, it always fails with the following error. Looks like the workflow is not getting run at all. The Console URL field in the Job info is also empty. Could someone please help on this? The relevant snippet of the Oozie Job log follows. 2014-06-10 17:27:18,414 INFO ActionStartXCommand:539 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@:start:] Start action [0000000-140610172702069-oozie-usrX-W@:start:] with user-retry state : userRetryCount [0], userRetryMax [0], userRetryInterval [10] 2014-06-10 17:27:18,417 WARN ActionStartXCommand:542 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@:start:] [***0000000-140610172702069-oozie-usrX-W@:start:***]Action status=DONE 2014-06-10 17:27:18,417 WARN ActionStartXCommand:542 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@:start:] [***0000000-140610172702069-oozie-usrX-W@:start:***]Action updated in DB! 2014-06-10 17:27:18,576 INFO ActionStartXCommand:539 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@mr-node] Start action [0000000-140610172702069-oozie-usrX-W@mr-node] with user-retry state : userRetryCount [0], userRetryMax [0], userRetryInterval [10] 2014-06-10 17:27:19,188 WARN MapReduceActionExecutor:542 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@mr-node] credentials is null for the action 2014-06-10 17:27:19,423 WARN ActionStartXCommand:542 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@mr-node] Error starting action [mr-node]. ErrorType [TRANSIENT], ErrorCode [JA009], Message [JA009: Unknown rpc kind RPC_WRITABLE] org.apache.oozie.action.ActionExecutorException: JA009: Unknown rpc kind RPC_WRITABLE at org.apache.oozie.action.ActionExecutor.convertExceptionHelper(ActionExecutor.java:418) at org.apache.oozie.action.ActionExecutor.convertException(ActionExecutor.java:392) at org.apache.oozie.action.hadoop.JavaActionExecutor.submitLauncher(JavaActionExecutor.java:773) at org.apache.oozie.action.hadoop.JavaActionExecutor.start(JavaActionExecutor.java:927) at org.apache.oozie.command.wf.ActionStartXCommand.execute(ActionStartXCommand.java:211) at org.apache.oozie.command.wf.ActionStartXCommand.execute(ActionStartXCommand.java:59) at org.apache.oozie.command.XCommand.call(XCommand.java:277) at org.apache.oozie.service.CallableQueueService$CompositeCallable.call(CallableQueueService.java:326) at org.apache.oozie.service.CallableQueueService$CompositeCallable.call(CallableQueueService.java:255) at org.apache.oozie.service.CallableQueueService$CallableWrapper.run(CallableQueueService.java:175) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615) at java.lang.Thread.run(Thread.java:744) Caused by: org.apache.hadoop.ipc.RemoteException(java.io.IOException): Unknown rpc kind RPC_WRITABLE at org.apache.hadoop.ipc.Client.call(Client.java:1238) at org.apache.hadoop.ipc.WritableRpcEngine$Invoker.invoke(WritableRpcEngine.java:225) at org.apache.hadoop.mapred.$Proxy30.getDelegationToken(Unknown Source) at org.apache.hadoop.mapred.JobClient.getDelegationToken(JobClient.java:2125) at org.apache.oozie.service.HadoopAccessorService.createJobClient(HadoopAccessorService.java:372) at org.apache.oozie.action.hadoop.JavaActionExecutor.createJobClient(JavaActionExecutor.java:970) at org.apache.oozie.action.hadoop.JavaActionExecutor.submitLauncher(JavaActionExecutor.java:723) ... 10 more 2014-06-10 17:27:19,426 INFO ActionStartXCommand:539 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@mr-node] Next Retry, Attempt Number [1] in [60,000] milliseconds 2014-06-10 17:28:19,468 INFO ActionStartXCommand:539 - USER[userXXX] GROUP[-] TOKEN[] APP[map-reduce-wf] JOB[0000000-140610172702069-oozie-usrX-W] ACTION[0000000-140610172702069-oozie-usrX-W@mr-node] Start action [0000000-140610172702069-oozie-usrX-W@mr-node] with user-retry state : userRetryCount [0], userRetryMax [0], userRetryInterval [10]

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  • Amazon AWS Ec2 instance, Elastic IP, Domain name from external domainseller, and Google Apps for Email

    - by Sid
    We are hosting our site on an Ec2 instance. Our Elastic IP is w.x.y.z and Public DNS is: ec2-w-x-y-z.compute-1.amazonaws.com. We've bought a domain name domainname.com from a lesser known domain-name-seller. We added an A-record pointing domainname.com to w.x.y.z. Will this work or do we need a CNAME record to point to the same too? We wanted to use Google apps for emailing so adjusted the TXT/MX records according to the Google Apps instructions to be able to send/recv email using @domainname.com email addresses. Have we got it right, more important, we came across queries relating to email sent from ec2-w-x-y-z.compute-1.amazonaws.com (our users can send email from their onsite accounts) going to spam (rDNS not pointing to domainname.com but to ec2-w-x-y-z.compute-1.amazonaws.com). How can we fix this? We came across SPF records, do they provide a complete solution? We aren't sure as to how to use them. Can you help pls? Thank you, Sid

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  • storing data for maps database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Microsoft Assessment and Planning (MAP) Toolkit 5.0 Beta

    - by Lara Rubbelke
    Do you know where SQL Server is installed - everywhere it is installed? Do you really know where SQL Server is installed? Are you looking for a tool that will help you discover any rogue instances so you can better manage these instances? The Beta 2 for the Microsoft Assessment and Planning (MAP) Toolkit 5.0 is now open. Join the beta review program and help influence the development of the toolkit. To participate, register for the MAP Toolkit 5.0 Beta 2 at Microsoft Connect. The MAP Toolkit 5.0...(read more)

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • Google I/O 2012 - A Master Class in Map Styling

    Google I/O 2012 - A Master Class in Map Styling Scott Shawcroft, Jonah Jones Custom Styled Maps allow developers to customize the look and feel of the underlying Google Maps tiles. This makes it really easy to make a great looking map. You can tailor your map to your message, to your color scheme, or to help emphasize your data. In this class, master maps designers will help you build beautiful, elegant styles that make your maps work for you. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 23 0 ratings Time: 38:21 More in Science & Technology

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • libgdx - collision detection with tiled map java

    - by user2875021
    currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to stop walking through it. I created three tiled layer Background, Collision, Overhead and one Collision object layer with rectangles only. "How do I handle collisions with the object layer in the tiled map?" "Do I have to create every single rectangle that is in the object layer with Rectangle rectangle = new Rectangle() and rectangle.set(x, y, width, height)in the code?" Thank you very much in advance. Any help is greatly appreciated!

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  • Map Reduce Frameworks/Infrastructure

    - by Johannes Rudolph
    Map Reduce is a pattern that seems to get a lot of traction lately and I start to see it manifest in one of my projects that is focused on an event processing pipeline (iPhone Accelerometer and GPS data). I needed to built a lot of infrastructure for this project, in fact it overweighs the logic code interacting with it by 2x. Some of the components I built where EventProcessors (with in- and output plus buffering, timing etc.), multiplexers and aggregators. This leads me to my question what the "common" required infrastrucutre for map reduce is. Since I am working with .Net a lot I can see map reduce infrastructure built into the Framework and language constructs. Functional languages support this paradigm per se. It seems every language can be used with map reduce, some have better support than others, others again are built around that concept (e.g. Go). And there are Frameworks like Apache Hadoop to support map reduce.

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  • jQuery update Google Map

    - by Beardy
    I am trying to update a google map v3 with jQuery and at the moment it loads the map but when .preview is clicked the map scaled to the width and height and then goes grey. $('.preview').click(function(){ var width = $('#width').val(); var height = $('#height').val(); $('#map').css({ 'width':width, 'height':height }); var mapElement = document.getElementById('map'); var updateOptions = { zoom: 6 } var map = new google.maps.Map(mapElement, updateOptions); });

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  • Amazon Elastic MapReduce: the number of launched map task

    - by S.N
    Hi, In the "syslog" for a MapReduce job flow step, I see the following: Job Counters Launched reduce tasks=4 Launched map tasks=39 Does the number of launched map tasks include failed tasks? I am using NLineInputFormat class as input format to manage the number of map tasks. However, I get slightly different numbers for exact same input occasionally, or depending on the number of instances (10, 15, and 20). Can anyone tell me why I am seeing different number of tasks launched?

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Amazon Elastic Terms and Conditions

    - by PP
    WARNING: Have you really read Amazon's Terms and Conditions? Would anybody seriously agree to this term on Amazon's Elastic services sign up page? 6.2. Restrictions with Respect to Use of Marks. Your use of any trademarks, service marks, service or trade names, logos, and other designations of AWS and its affiliates or licensors, hereinafter "Marks", shall strictly comply with the following provisions. You may use the Marks in conjunction with the display of the AWS Content and for the purpose of indicating that your Application was created using the Services. You may use the Marks only in the form in which we make them available to you and not in any manner that disparages Amazon, its affiliates or its licensors, or that otherwise dilutes any Mark. Other than your limited right to use the Marks as provided in this Agreement, we and our licensors retain all right, title, and interest in and to the Marks. You will not at any time now or in the future challenge or assist others to challenge the validity of the Marks, or attempt to register confusingly similar trademarks, trade names, service marks or logos. You agree to follow our the Trademark Use Guidelines posted on the Amazon Web Services™ Trademark Guidelines page (the "Trademark Guidelines") as those guidelines may change from time to time. The Trademark Guidelines are incorporated herein by reference. You must immediately discontinue use of any Mark as specified by us at any time in writing. We may modify any Marks provided to you at any time, and upon notice, you will use only the modified Marks and not the old Marks. Other than as specified in this Agreement, you may not use any trademark, service mark, trade name or other business identifier of Amazon or its affiliates unless you obtain Amazon's or its affiliates' prior written consent. The foregoing prohibition includes the use of "amazon," any other trademark of AWS, Amazon or its affiliates, or variations or misspellings of any of them, in the name of an Application or in a URL to the left of the top-level domain name (e.g., ".com", ".net", "co.uk", etc.)-for example, a URL such as "amazon.mydomain.com", "amaozn.com" or "amazonauctions.net" are expressly prohibited. Any use you make of the Marks shall inure to our benefit and you hereby irrevocably assign to us all right, title and interest in the same. In addition, you agree not to misrepresent or embellish the relationship between us and you, for example by implying that we support, sponsor, endorse, or contribute money to you or your business endeavors. If you are a large company and you want to use Amazon's services you must agree that: you may not use the word "amazon" in any domain name you control (even if you are a forestry company) you may not use any word Amazon choose to trademark in any domain you control (regardless of whether the name has a different meaning/purpose in your industry) from now until forever you will never dispute any claim Amazon makes on any word you or anybody else uses Seriously, who would sign such a thing?

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  • Alternative to google map api, so that I can use it on a HTTPS/SSL encrypted website.

    - by Zeeshan Rang
    I have a question regarding map api. I was using the the google map api in my website before. But since I have encryption the site using HTTPS/SSL support, the google map api stopped working. I checked online, and realised that google has a Premier account only that would allow me to use HTTPS supported maps api and it cost $10,000 per year. I do not this kind of money with me. So, can you give any other alternative to have a map api on my website. Anything that could give me driving directions would be fine. Regards Zeeshan

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  • What container type provides better (average) performance than std::map?

    - by Truncheon
    In the following example a std::map structure is filled with 26 values from A - Z (for key) and 0 - 26 for value. The time taken (on my system) to lookup the last entry (10000000 times) is roughly 250 ms for the vector, and 125 ms for the map. (I compiled using release mode, with O3 option turned on for g++ 4.4) But if for some odd reason I wanted better performance than the std::map, what data structures and functions would I need to consider using? I apologize if the answer seems obvious to you, but I haven't had much experience in the performance critical aspects of C++ programming. UPDATE: This example is rather trivial and hides the true complexity of what I'm trying to achieve. My real world project is a simple scripting language that uses a parser, data tree, and interpreter (instead of a VM stack system). I need to use some kind of data structure (perhaps map) to store the variables names created by script programmers. These are likely to be pretty randomly named, so I need a lookup method that can quickly find a particular key within a (probably) fairly large list of names. #include <ctime> #include <map> #include <vector> #include <iostream> struct mystruct { char key; int value; mystruct(char k = 0, int v = 0) : key(k), value(v) { } }; int find(const std::vector<mystruct>& ref, char key) { for (std::vector<mystruct>::const_iterator i = ref.begin(); i != ref.end(); ++i) if (i->key == key) return i->value; return -1; } int main() { std::map<char, int> mymap; std::vector<mystruct> myvec; for (int i = 'a'; i < 'a' + 26; ++i) { mymap[i] = i - 'a'; myvec.push_back(mystruct(i, i - 'a')); } int pre = clock(); for (int i = 0; i < 10000000; ++i) { find(myvec, 'z'); } std::cout << "linear scan: milli " << clock() - pre << "\n"; pre = clock(); for (int i = 0; i < 10000000; ++i) { mymap['z']; } std::cout << "map scan: milli " << clock() - pre << "\n"; return 0; }

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  • Is there a value in using map() vs for?

    - by roder
    Does map() iterate through the list like "for" would? Is there a value in using map vs for? If so, right now my code looks like this: for item in items: item.my_func() If it makes sense, I would like to make it map(). Is that possible? What is an example like?

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  • what use does the javascript forEach method have (that map can't do)?

    - by JohnMerlino
    Hey all, The only difference I see in map and foreach is that map is returning an array and foreach is not. However, I don't even understand the last line of the foreach method "func.call(scope, this[i], i, this);". For example, isn't "this" and "scope" referring to same object and isn't this[i] and i referring to the current value in the loop? I noticed on another post someone said "Use forEach when you want to do something on the basis of each element of the list. You might be adding things to the page, for example. Essentially, it's great for when you want "side effects". I don't know what is meant by side effects. Array.prototype.map = function(fnc) { var a = new Array(this.length); for (var i = 0; i < this.length; i++) { a[i] = fnc(this[i]); } return a; } Array.prototype.forEach = function(func, scope) { scope = scope || this; for (var i = 0, l = this.length; i < l; i++) func.call(scope, this[i], i, this); } Finally, are there any real uses for these methods in javascript (since we aren't updating a database) other than to manipulate numbers like this: alert([1,2,3,4].map(function(x){ return x + 1})); //this is the only example I ever see of map in javascript. Thanks for any reply.

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