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  • Vertical circular motion : time(x/y) versus velocity equation

    - by adeeti
    Hi, I wanted to simulate the following through animation : A ball starts with a certain velocity at the bottom most point of a vertical circular loop and keeps rolling in it until its velocity permits. For this, I wanted to find velocity/x/y vs. time equation. For e.g. if the ball had mass : 5Kg, radius of the circular loop = 10m, and initial velocity of the ball is 200 m/s, what will its velocity and (x,y) position be after 5 seconds? thanks.

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  • Implementing hitbox polygon

    - by Delusional Logic
    I'm creating a shooter, it's still very early, but i'm implementing some polygon hitboxes. So far i have created a polygon class, and i'm looking into how i can hook it onto my player. I'm trying to stay away from having a Tick() function in my polygon class, and I would rather not update the position every tick (it would clutter up my tick functions). At the same time I would really like to have the positions in there somehow (it has a drawing function, and i will be using it for hit detection) How would i go about implementing this polygon object into my entities?

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  • How to run dubug file on another computer

    - by Pazzy
    I have a debug .exe file that i want to run on other machines that don't have MS Visual Studio 2008 installed on them. How can this be done? The release option doesn't work as the application does not function correctly when build in release (not sure why). At the moment I'm getting a message saying "This application has failed to start because the application configuration is incorrect". An ideas? Cheers.

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  • Need Multiple Sudoku Solutions

    - by user1567909
    I'm trying to output multiple sudoku solutions in my program. For example, when You enter this as input: 8..6..9.5.............2.31...7318.6.24.....73...........279.1..5...8..36..3...... .'s denote blank spaces. Numbers represent already-filled spaces. The output should be a sudoku solution like so: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 However, I want to output multiple solutions. This would be all the solutions that should be printed: 814637925325149687796825314957318462241956873638274591462793158579481236183562749 814637925325941687796825314957318462241569873638472591462793158579184236183256749 834671925125839647796425318957318462241956873368247591682793154579184236413562789 834671925125839647796524318957318462241956873368247591682793154519482736473165289 834671925125839647796524318957318462241965873368247591682793154519482736473156289 But my program only prints out one solution. Below is my recursive solution to solving a sudoku solution bool sodoku::testTheNumber(sodoku *arr[9][9], int row, int column) { if(column == 9) { column = 0; row++; if(row == 9) return true; } if(arr[row][column]->number != 0) { return testTheNumber(arr, row, column+1); } for(int k = 1; k < 10; k++) { if(k == 10) { arr[row][column]->number = 0; return false; } if(rowIsValid(arr, k, row) && columnIsValid(arr, k, column) && boxIsValid(arr, k, row, column)) { arr[row][column]->number = k; if(testTheNumber(arr, row, column+1)==true) { return true; } arr[row][column]->number = 0; } } return false; } Could anyone help me come up with a way to print out multiple solutions? Thanks.

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  • My 2009 MacBook Logic board failed - options to proceed and how difficult?

    - by user181061
    Scannerz just gave my MacBook logic board a big fat F! I upgraded from Snow Leopard to Mountain Lion about 3 weeks ago. The system was running short of memory so I upgraded it. The system was running fine for about 2 weeks. Yesterday the thing started acting erratic. A lot of spinning beach balls, delays, and then some errors saying files couldn't be read to or from the drive. I figured the drive was going because the system is over 3 years old. I ran Scannerz on it and it indicated a lot of errors and irregularities. I rescanned it in cursory mode, and none of them were repeatable, just showing up all over the place in different regions of the scan. I went through the docs and they implied either an I/O cable was bad, a connection was damaged, or the logic board was bad. I tossed on my backup of Snow Leopard that I cloned from the original hard drive because I figured Mountain Lion was to blame and booted from the USB drive with the clone on it. It wasn't. I performed scans on every single port, and errors and irregularities that couldn't be repeated were showing up on every single one of them. I then, for kicks, put a CD into the CD player. Scannerz doesn't test optical drives but I figured surely that will work. No it won't. More spinning beach balls and messages telling me it can't be read. It was working fine 3 days ago. I know a lot of people don't like MacBook's, but mine's been great, at least until now. It was working great even with Mountain Lion after the upgrade. The system is a mid-2009 MacBook. In my opinion, it's a complete waste to toss this system. The display is too good, the keyboard works great, and it still looks good, plus this type of MacBook still uses the FireWire 400 port and I use that for Time Machine backups. I've tried reseating the RAM, it didn't do anything. I shut the system down and put in the old RAM, booted to Snow Leopard, and the problems persist. Here are my questions: The Scannerz documentation somewhere said something about the Airport card not being seated properly, but when I go to iFixit, it's apparent, at least I think it's apparent, that this isn't a slot type Airport card that the user can easily install or remove. If the cables or connections to the Airport card are bad, could they be causing this problem. How about any other connections that can be intermittent, failing or erratic? Any type of resets that I could possibly do to get rid of this? For any of those that have replaced a logic board on a MacBook, if this really is the culprit, are there any "gotcha's" I need to be aware of? As an FYI, I replaced the hard drive on an old iBook @500MHz that I had a long time ago, and I replaced the drive on a 1.33GHz PowerBook about 6 years ago. You have to be careful, but using some of the info on web sites like iFixit it's not that hard. Time consuming, but not that hard. The Intel based MacBook's to me look like they're easier to service than either of those. I'm thinking about getting a unit off of eBay that matches mine but has something else wrong with it, like a busted display. I REFUSE to buy a new system. A guy at my office has a 2007 Mac Pro and he can't upgrade to Mountain Lion because his system is "obsoleted." That's ridiculous. If you pay nearly $7,500 for a system it shouldn't be trash just because Apple decides they don't have enough money (sorry for the soap box, but it's true, IMO!) Any input is appreciated.

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  • Would adding award points or game features to workplace software be viewed poorly amongst the programming community?

    - by Eric P
    So one of my responsibilities at work is to build an internal tool that helps the workers enter in all their information. It's an enterprise application that is similar to a Windows forms database tool. So it's not much different than like developing a Word + Excel combo application, but the average person in this workgroup is a 20-40 year old woman or a random chatty male type. Plus I know all of these people are heavily involved with Facebook on a daily basis. How bad would it be if I styled my new interface to be similar to what Facebook does. People could get award points and stuff when they fill out different types of forms and basically compete against each other like it was a game. When people had completed one, it would be posted on their wall and everyone could comment/like stuff just like in Facebook. And it would be like they are doing peer reviewing for fun. The rewards would be outstanding I would imagine. These people are so into Facebook and Facebook games that productivity would rise due to them trying to compete and earn points and achievements. Would this be taking advantage of the people by 'tricking them into working harder by giving them a game' or would it be viewed as something that would improve happiness at work?

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • Alternatives to multiple inheritance for my architecture (NPCs in a Realtime Strategy game)?

    - by Brettetete
    Coding isn't that hard actually. The hard part is to write code that makes sense, is readable and understandable. So I want to get a better developer and create some solid architecture. So I want to do create an architecture for NPCs in a video-game. It is a Realtime Strategy game like Starcraft, Age of Empires, Command & Conquers, etc etc.. So I'll have different kinds of NPCs. A NPC can have one to many abilities (methods) of these: Build(), Farm() and Attack(). Examples: Worker can Build() and Farm() Warrior can Attack() Citizen can Build(), Farm() and Attack() Fisherman can Farm() and Attack() I hope everything is clear so far. So now I do have my NPC Types and their abilities. But lets come to the technical / programmatical aspect. What would be a good programmatic architecture for my different kinds of NPCs? Okay I could have a base class. Actually I think this is a good way to stick with the DRY principle. So I can have methods like WalkTo(x,y) in my base class since every NPC will be able to move. But now lets come to the real problem. Where do I implement my abilities? (remember: Build(), Farm() and Attack()) Since the abilities will consists of the same logic it would be annoying / break DRY principle to implement them for each NPC (Worker,Warrior, ..). Okay I could implement the abilities within the base class. This would require some kind of logic that verifies if a NPC can use ability X. IsBuilder, CanBuild, .. I think it is clear what I want to express. But I don't feel very well with this idea. This sounds like a bloated base class with too much functionality. I do use C# as programming language. So multiple inheritance isn't an opinion here. Means: Having extra base classes like Fisherman : Farmer, Attacker won't work.

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  • Friday Fun: The Search For Wondla

    - by Asian Angel
    The best day of the week is finally here again, so it is time to have some fun while waiting to go home for the weekend. The game we have for you today takes you far into humanity’s future where you journey with Eva Nine in her quest to find other humans. Note: Today’s game comes with a double bonus! First, there is a sequel game that you can move on to once you have completed the first one. Second, there are three wallpapers available in multiple sizes for those who enjoy the characters and artwork presented in the game (see below). The Search For Wondla The object of the game is to find the differences between two similar looking images based on artwork from The Search For Wondla by Tony DiTerlizzi. Are you ready to join Eva Nine in her quest to find other humans in the future? Note: There is a version available for those who would like to play The Search For Wondla on their iPads! The first game has 28 levels of difference finding goodness for you to work through. Each level will list the minimum number of differences that you need to find to progress to the next level. If you need a hint along the way just click on the Shake or Reveal options at the bottom of the game play window. Get a level completed quickly enough and you get bonus points! There will also be differences in the images for individual levels each time you play the game, so have fun! Note: The second game has 12 levels to complete. To give you a good feel for the game we have covered the first six levels here and provided seven clues for each level (you are only required to find a minimum of five). Eva Nine viewing the holographic outdoor projections in the main hub of her living quarters… Eva Nine is in a grumpy mood as Muthr visits her at bedtime… Eva Nine in her secret hideaway visiting old “childhood friends” as she contemplates her recent survival test failure. Eva Nine viewing the entire set of floor plans for the underground sanctuary where she was born and has been growing up. Eva Nine’s escape to the surface as the underground sanctuary is attacked by the bounty hunter creature Besteel. Eva Nine on the surface for the first time in her young life. Will she be successful in her quest? There is only one way to find out! Play The Search For Wondla Part 1 Play The Search For Wondla Part 2 Bonus Content If you have enjoyed this game you can learn more about the book and download the three wallpapers shown here by visiting the link below! Note: The wallpapers come in the following sizes: 1024*768, 1280*800, 1280*1024, 1440*900, iPhone, iPhone4, and iPad (click on the Extras link at the bottom of the page). Visit the Search For Wondla Homepage Do you enjoy playing difference finding games? Then you will definitely want to have a look at another wonderful game that we have covered here: Friday Fun: Isis Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Wireless connection drops when wired computer starts a game.

    - by Skadlig
    Starting this week I have had a strange problem on my network. Some background of my setup: Internet is provided by a adsl-modem. A D-link Dir-600 router is hooked up to to adsl-modem. My computer is hooked up to the router using a cat-5 cable. My wife's computer is hooked up using a wireless usb dongle, TP-Link TL-WN821N. Both computers use windows 7 64-bit home premium. Up until this week everything was normal, we could for instance play Dungeons & Dragons Online together without any network issues. Now every time I start DDO or any other network game, for instance L4D, the whole wireless network drops. I have confirmed that it's not just her computer using an Samsung Galaxy Spica android phone. Shutting down the game on my end restores the wireless connection automagicly. My wife can start DDO without the net dropping but if I plug in a wireless network card in my computer and start up the game the connection drops. So it seems like something my computer, and my computer only, does when starting a game makes the wireless connection write a sad note and kill it self but for the life of me I can't figure out what that might be. I could hook her computer up using cat-5 but I would prefer not to do that. Does anyone have any suggestions as to what the problem might be, what I can do to fix it or what I should do to get more data regarding what is happening?

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  • SQL queries break our game! (Back-end server is at capacity)

    - by TimH
    We have a Facebook game that stores all persistent data in a MySQL database that is running on a large Amazon RDS instance. One of our tables is 2GB in size. If I run any queries on that table that take more than a couple of seconds, any SQL actions performed by our game will fail with the error: HTTP/1.1 503 Service Unavailable: Back-end server is at capacity This obviously brings down our game! I've monitored CPU usage on the RDS instance during these periods, and though it does spike, it doesn't go much over 50%. Previously we were on a smaller instance size and it did hit 100%, so I'd hoped just throwing more CPU capacity at the problem would solve it. I now think it's an issue with the number of open connections. However, I've only been working with SQL for 8 months or so, so I'm no expert on MySQL configuration. Is there perhaps some configuration setting I can change to prevent these queries from overloading the server, or should I just not be running them whilst our game is up? I'm using MySQL Workbench to run the queries. Here's an example.... SELECT * FROM BlueBoxEngineDB.Transfer WHERE Amount = 1000 AND FromUserId = 4 AND Status='Complete'; As you can see, it's not overly complex. There are only 5 columns in the table. Any help would be very much appreciated - Thanks!

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Const_cast on a this pointer - would I get told off by other C++ coders for doing this?

    - by BeeBand
    I have a class Game e.g. class Game { public: InitObjects(); ... }; And I have another class Grid, that needs to be initialised with a non-const reference to that Game object. ( A Grid object needs to call functions that can update a Game object ). class Grid { public: Grid(Game & g): game(g){} ... private: Game & game; ... }; The Game object is responsible for initialising the Grid. I did this: void Game::InitObjects() { grid = new Grid(*(const_cast<Game*>(this)) ); } grid is not a member of a Game - it's a global ( argh - i know... I don't mind making it a member, but I have the same problem right? ). Can some seasoned C++ folk tell me if this odd looking const_cast is acceptable?

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  • Ruby on rails 2 level model

    - by jony17
    I need some help creating a very simple forum in a existing model. What I want in a Game page, have a mini forum, where is possible create some topics and some comments to this topics. In the beginning I'm only implement topics. This is the error I have: Mysql2::Error: Column 'user_id' cannot be null: INSERT INTO `topics` (`game_id`, `question`, `user_id`) VALUES (1, 'asd', NULL) This is my main model: game.rb class Game < ActiveRecord::Base attr_accessible :name validates :user_id, presence: true validates :name, presence: true, length: { maximum: 50 } belongs_to :user has_many :topics, dependent: :destroy end topic.rb class Topic < ActiveRecord::Base validates_presence_of :question validates_presence_of :game_id attr_accessible :question, :user_id validates :question, length: {maximum: 50}, allow_blank: false belongs_to :game belongs_to :user end topic_controller.rb def create @game = Game.find(params[:game_id]) @topic = @game.topics.create(params[:topic]) @topic.user_id = current_user.id respond_to do |format| if @topic.save format.html { redirect_to @game, notice: 'Topic was successfully created.' } else format.html { render action: "new" } end end end game/show.html.erb <h2>Topics</h2> <% @game.topics.each do |topic| %> <p> <b>Question:</b> <%= topic.question %> </p> <% end %> <h2>Add a topic:</h2> <%= form_for([@game, @game.topics.build]) do |f| %> <div class="field"> <%= f.label :question %><br /> <%= f.text_field :question %> </div> <div class="actions"> <%= f.submit %> </div> <% end %> Thanks ;)

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  • Logic for capturing unique characteristics in an object array. C# LINQ [closed]

    - by Shawn H.
    Given the following "response" or array of objects, what would be the most efficient way to get the desired results. There must be an easier way than the exhaustive and tedious way I'm doing it now. A LINQ solution would be fantastic. Situation #1 <things> <thing id="1"> <feature>Tall</feature> </thing> <thing id="2"> <feature>Tall</feature> </thing> <thing id="3"> <feature>Tall</feature> <feature>Wide</feature> </thing> <thing id="4"> <feature>Tall</feature> </thing> </things> Result: Wide Situation #2 <things> <thing id="1"> <feature>Short</feature> </thing> <thing id="2"> <feature>Tall</feature> </thing> <thing id="3"> <feature>Tall</feature> <feature>Wide</feature> </thing> <thing id="4"> <feature>Tall</feature> </thing> </things> Result: Wide, Short, Tall Situation #3 <things> <thing id="1"> <feature>Tall</feature> <feature>Thin</feature> </thing> <thing id="2"> <feature>Tall</feature> </thing> <thing id="3"> <feature>Tall</feature> <feature>Wide</feature> </thing> <thing id="4"> <feature>Tall</feature> </thing> </things> Result: Wide, Thin Thanks.

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  • Créez vos propres jeux 3D comme les pros, avec le Blender Game Engine, un livre de Grégory Gosselin De Bénicourt

    Créez vos propres jeux 3D comme les pros Avec le Blender Game Engine Longtemps réservée à un cercle de programmeurs passionnés, la 3D peine encore à s'inviter au sein des petits studios de jeux indépendants, et pour cause: le ticket d'entrée est relativement élevé. Blender (logiciel gratuit et Open Source) permet de modéliser, d'animer, de faire un rendu 3D et surtout d'être utilisé comme moteur de jeu. C'est l'outil parfait pour le débutant, mais également pour celui qui veut créer un...

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  • 52 Sci-Fi and Video-Game Weapons: Can You ID Them All?

    - by Jason Fitzpatrick
    Swords, blasters, shields, and more populate this visual roundup of sci-fi, comic book, video game, and pop culture weapons. Can you name them all? Hit up the link below for the full-resolution and closeup pictures. Famous Weapons [via Blastr] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Maintainability of Boolean logic - Is nesting if statements needed?

    - by Vaccano
    Which of these is better for maintainability? if (byteArrayVariable != null) if (byteArrayVariable .Length != 0) //Do something with byteArrayVariable OR if ((byteArrayVariable != null) && (byteArrayVariable.Length != 0)) //Do something with byteArrayVariable I prefer reading and writing the second, but I recall reading in code complete that doing things like that is bad for maintainability. This is because you are relying on the language to not evaluate the second part of the if if the first part is false and not all languages do that. (The second part will throw an exception if evaluated with a null byteArrayVariable.) I don't know if that is really something to worry about or not, and I would like general feedback on the question. Thanks.

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