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  • Visio 2013 - how to rotate the entire page?

    - by loneboat
    I would like to rotate an entire page, including all of the shapes and text on it. I see here that you can supposedly hold down Control and click-drag the corner of the page to do it: http://office.microsoft.com/en-us/visio-help/rotate-a-page-HP085050946.aspx ... however I can't get this to work. Hovering over the corner does nothing initially, and when I hold Control the cursor becomes a scale/resize icon, rather than a rotate icon (per the MS article I linked to above). I have tried other modifier key combinations while hovering, but nothing seems to produce the rotate icon mentioned.

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Strange characters appearing on websites - ASCII? - UNICODE?

    - by Mick
    I have created many very simple pure HTML websites over the years. Most of them appear to work fine most of the time. But there is one recurring problem which I have never quite sorted out involving strange characters. The scenario goes like this: I create the site. I look at it in my browser, everything appears fine. I may look at it a great many times over the coming weeks or months as I make additions here and there. Perhaps on a variety of browsers on a variety of PC's. Then one day I look at the page and see a random sprinkling of white question marks against dark diamond shapes. These might appear where I had expected to see hyphens or quotes or apostrophes. My immediate thought is that my browser got into some strange state because I was looking at some foreign website with strange characters, but I'm never quite sure. I'm left with that nagging feeling that perhaps half the planet is seeing my website with funny question marks all over it. So my question is what's going on? What should I do to ensure that as many people as possible around the world can view my text as I originally intended? Should I be using those special html sequences like &pound; for all non alphanumeric characters? Should I worry at all? Edit: Right now I have the problem occurring on this page: http://www.fullreservebanking.com/papers.htm ... part of it looks like this: I am using FireFox 5 and the character encoding currently appears to be "UNICODE (UTF-8)". I do not remember manually setting the character encoding to anything since installation. I do occasionally look at Japanese websites for work related reasons - though when I do so, I do not manually make any changes to firefox settings. Edit: Now fixed. Web page altered accordingly.

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  • Drawing particles as a smooth blob

    - by Nömmik
    I'm new to game/graphics development and I'm playing around with particles (in 2D). I want to draw particles close to each other as a blob, just as liquid/water. I do not want to draw big circles overlapping as the blob won't be smooth (and too big). I don't really know physics but I assume what I want is something looking similar to surface tension. I haven't been able to find anything on stackexchange or on Google (maybe I do not know the correct keywords?). So far I have found two possible solutions, but I am unable to find any concrete information about algorithms. One of them is to calculate the concave hull of particles I consider being a blob. I can calculate the blob by creating an equivalence class (on the relation "close to each other"). Strangely enough I haven't been able to find any algorithm explaining how to calculate the concave hull. Many posts (and among stackexchange) links to libraries or commercial products that do this (I need libraries to work in C#), but never any algorithm. Also this solution might have a problem with a circle of particles, which would not detect the empty space in the middle. While researching concave hull I stumbled upon something called alpha shapes. Which seems to be exactly what I want to do, however just as with concave hull I haven't found any source explaining how they actually work. I have found some presentation materials but not enough to go on. It's like a big secret everyone knows except me :-/ After calculating the concave hull or alpha shape I want to make it a Bézier curve to make it smooth and nice. Although I do find my approach a bit too complex, maybe I am trying to solve this the wrong way? If you can either suggest any other solution to my problem, or explain the pieces I am missing I would be very happy and grateful :-) Thanks.

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  • Converting a Word document to LaTeX format

    - by Mehper C. Palavuzlar
    I'm preparing a book to be published and keeping everything in .docx files. Other than text the files include graphs (jpeg) and lots of equations typed in MathType. Since MS Word is not fully appropriate to balance text and shapes according to book format, some pages are having spacings at the bottom after some text, and then comes a shape on the next page. I know that LaTeX is very good at formatting, so is it possible to convert MS Word documents (or PDF documents, since I can easily convert them to PDF) into LaTeX format so that I can handle my work in LaTeX from now on?

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  • Rendering Text with the HTML5 Canvas

    - by dwahlin
    In a previous post I walked through the fundamentals of rendering shapes such as squares and circles using the HTML5 Canvas API. In this post I’ll provide a simple example of rendering and rotating text. To render text you can use the fillText() or strokeText() functions which take the text to render as well as the x and y coordinates of where to render it. To rotate text you can use the transform functions available with the HTML5 Canvas such as save(), rotate(), and restore(). To run the live demos that follow click the Result tab in the blue bar of each demo.   Rendering Text This example provides a simple look at how text can be rendered using the HTML5 Canvas. It iterates through a loop, updates the text and font size dynamically, measures the width of the text using the measureText() function, and then calls fillText() to render the text with the desired font size to the screen.   Here’s what the code above renders:   Rotating Text This example shows how text can be rendered and even rotated by using transform functions built into the HTML5 Canvas. The code starts by rendering text the standard way using fillText(). It then saves the state of the canvas performs an x,y coordinate transform (moves to 100, 300 respectively) and then rotates the canvas –90 degrees using the rotate() function. After the text is rendered, the canvas is reverted back to it’s existing state (saved by calling the save() function) by calling the restore() function. An additional line of text is then rendered.   Here’s what the code above renders:   If you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight.

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  • CodePlex Daily Summary for Sunday, March 11, 2012

    CodePlex Daily Summary for Sunday, March 11, 2012Popular ReleasesSubExtractor: Release 1026: Fix: multi-colored bluray subs will no longer result in black blob for OCR Fix: dvds with no language specified will not cause exception in name creation of subtitle files Fix: Root directory Dvds will use volume label as their directory nameExtensions for Reactive Extensions (Rxx): Rxx 1.3: Please read the latest release notes for details about what's new. Related Work Items Content SummaryRxx provides the following features. See the Documentation for details. Many IObservable<T> extension methods and IEnumerable<T> extension methods. Many wrappers that convert asynchronous Framework Class Library APIs into observables. Many useful types such as ListSubject<T>, DictionarySubject<T>, CommandSubject, ViewModel, ObservableDynamicObject, Either<TLeft, TRight>, Maybe<T>, Scala...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.47: Properly output escaped characters in CSS identifiers throw an EOF error when parsing a CSS selector that doesn't end in a declaration block chased down a stack-overflow issue with really large JS sources. Needed to flatten out the AST tree for adjacent expression statements that the application merges into a single expression statement, or that already contain large, comma-separated expressions in the original source. fix issue #17569: tie together the -debug switch with the DEBUG defi...Player Framework by Microsoft: Player Framework for Windows 8 Metro (BETA): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications.WPF Application Framework (WAF): WAF for .NET 4.5 (Experimental): Version: 2.5.0.440 (Experimental): This is an experimental release! It can be used to investigate the new .NET Framework 4.5 features. The ideas shown in this release might come in a future release (after 2.5) of the WPF Application Framework (WAF). More information can be found in this dicussion post. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 11) The unit test projects require Visual Studio 11 Professional Changelog All: Upgrade all proje...SSH.NET Library: 2012.3.9: There are still few outstanding issues I wanted to include in this release but since its been a while and there are few new features already I decided to create a new release now. New Features Add SOCKS4, SOCKS5 and HTTP Proxy support when connecting to remote server. For silverlight only IP address can be used for server address when using proxy. Add dynamic port forwarding support using ForwardedPortDynamic class. Add new ShellStream class to work with SSH Shell. Add supports for mu...EntitiesToDTOs - Entity Framework DTO Generator: EntitiesToDTOs.v2.1: Changelog Fixed template file access issue on Win7. Fix on configuration load when target project was not found and "Use project default namespace" was checked. Minor fix on loading latest configuration at startup. Minor fix in VisualStudioHelper class. DTO's properties accessors are now in one line. Improvements in PropertyHelper to get a cleaner and more performant code. Added Website project type as a not supported project type. Using Error List pane from VS IDE to show Enti...DotNetNuke® Community Edition CMS: 06.01.04: Major Highlights Fixed issue with loading the splash page skin in the login, privacy and terms of use pages Fixed issue when searching for words with special characters in them Fixed redirection issue when the user does not have permissions to access a resource Fixed issue when clearing the cache using the ClearHostCache() function Fixed issue when displaying the site structure in the link to page feature Fixed issue when inline editing the title of modules Fixed issue with ...Mayhem: Mayhem Developer Preview: This is the developer preview of Mayhem. Enjoy!Magelia WebStore Open-source Ecommerce software: Magelia WebStore 1.2: Medium trust compliant lot of small change for medium trust compliance full refactoring of user management refactoring of Client Refactoring of user management Magelia.WebStore.Client no longer reference Magelia.WebStore.Services.Contract Refactoring page category multi parent category added copy category feature added Refactoring page catalog copy catalog feature added variant management improvement ability to define a default variant for a variable product ability to ord...PDFsharp - A .NET library for processing PDF: PDFsharp and MigraDoc Foundation 1.32: PDFsharp and MigraDoc Foundation 1.32 is a stable version that fixes a few bugs that were found with version 1.31. Version 1.32 includes solutions for Visual Studio 2010 only (but it should be possible to add the project files to existing solutions for VS 2005 or VS 2008). Users of VS 2005 or VS 2008 can still download version 1.31 with the solutions for those versions that allow them to easily try the samples that are included. While it may create smaller PDF files than version 1.30 because...Mag-tools, Asherons Call Decal Plugin: Mag-SuitBuilder 1.0.0.1: This is a standalone windows application that can help you put together a suit of armor.Ruminate XNA 4.0 GUI: Release 1.0.7: Fixed multiple issues with the layout and input system. Fixed Scrollbars. Introduced new layout system that will be further utilized in future updates.FaST-LMM: FActored Spectrally Transformed Linear Mixed Models: FaSTLMM v1.07 Binaries for Windows and Linux: These files contain the files necessary to run FaSTLMM on Windows or Linux along with the license and users manual. To download FaSTLMM source code, please follow the changeset link located above to the Source Code tab. The FaSTLMM.Win.zip download contains both C++ and CSharp executable versions of FaSTLMM. No installer is required, just UnZip the file into a directory and run from there. Or put the installation directory on your path and run it from anywhere. The C++ version included r...Terminals: Version 2.0 - Release: Changes since version 1.9a:New art works New usability in Organize favorites window Improved usability of imports/exports and scans Large number of fixes Improvements in single instance mode Comparing November beta 4, this corrects: New application icons Doesn't show Logon error codes Fixed command line arguments exception for single instance mode Fixed detaching of tabs improved usability in detached window Fixed option settings for Capture manager Fixed system tray noti...MFCMAPI: March 2012 Release: Build: 15.0.0.1032 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeTortoiseHg: TortoiseHg 2.3.1: bugfix releaseSense/Net CMS - Enterprise Content Management: SenseNet 6.0.8 Community Edition: Sense/Net 6.0.8 Community EditionMain new features:send emails to lists and libraries localize the UI with WYSIWYG string resource editor define allowed child types on content types. Our new release brings the most new features and optimizations in the history of Sense/Net Community Edition. Alongside the biggest features detailed below in this release you will find features like uploading or copy-pasting images, security enhancements, customizable login processes, customizable notificati...CommonLibrary: Code: CodePowerGUI Visual Studio Extension: PowerGUI VSX 1.5.2: Added support for PowerGUI 3.2.New ProjectsCRFSharp: CRFSharp is Conditional Random Fields implemented by .NET(C#), a machine learning algorithm for learning from labeled sequences of examples. It is widely used in Natural Language Process (NLP) tasks, for example: word breaker, postaging, named entity recognized and so on.Custom MsBuild Tasks: An attempt to write a custom task for MsBuild. Needed a task to remove comments from web.config. Downr: Downr is a super simple UI which forces the computer to shutdown after a certain time of the day. Included is a .ADMX and a .ADML file for controlling Downr through group policies.Excel Report: Easiest way to create reports in Microsoft Excel XML format using XML data and XSLThcr38550: hcr3850 TESTModular MediaStreamSource: Modular MediaStreamSource project. paidmailclicker: .Pivottable web part: Provide a highly configurable AJAX PivotTable for Display purposes across webs or across sites. SharePoint YouTube Video Web Part Suite: The available Web Parts helps you to integarte Videos from YouTube into your SharePoint site. In contrast to the out of the box Media Web part, the new Web Parts are designed especial for YouTube videos. Connect your YouTube channel and choose the videos you want to see.ShareTest: This C# project offers a small lightweight framework (and also guidance) on how it's possible to test SharePoint using selenium in a reusable and clean way. The project follows the "Page Object" design pattern, so that instead of having to parse css, ids, xpath etc, directly in your test cases, you can now deal with c# page objects to make testing more readable and reusable. Note! This project is only one week old and I am actively using it to test DocRead, so I will refine and improve as ...Simeranya Project: Simeranya ProjectSlime Keeper: A game where you buy and sell slimes. They tend to multiply on their own using simple genetics!SunamoBlogConverter: The program for converting export formats between Wordpress and Blogger with further work with them. The program converts yet only posts without comments and pages. The program was tested on parse my blog with 1,450 posts. Essential parts of the program is in EN,remaining in CS.webpart: Free webparts for Sharepoint 2007 and 2010WPF Shapes: A library of ready to use WPF shapes, such as hexagons, speech bubbles, triangles etc.YoutubeExtractor: YoutubeExtractor is a library for .NET, written in C#, to extract the download link from YouTube videos, download them, and/or extract their audio track. It is based on the youtubeFisher project (http://youtubefisher.codeplex.com/) and aims to create an API instead of a GUI application.??? "??????": ?????? ??? ???????????????? ??????: ??????????? ???????? ?????? ???????????? ??????

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • Search inside Xournal files (.xoj)

    - by Javad Sadeqzadeh
    I'm a big fan of Evernote, I use it regularly. However, it has a 60MB storage limit (although text files are not going to occupy much space, but the limitation concern still remains). Today, I installed Xournal, which has great features like annotating, nice background, free hand shapes and notes, save in PDF format, and many more. But the big problem is that as far as I've noticd, there is no intrinsic feature for seach inside the notes (created using Xournal with .xoj suffix). I used Catfish File Search application (which creates bash commands for full text search), but it couldn't help as well. Is there anyway to search inside a .xoj file at all? If so, it could be a suitable alternative to evernote, if you put your .xoj files on a cloud (which certainly offers you much more storage space than 60MB). If not, is there any other convenient app similar to Evernote, but with higher storage limit or without a limit? Somebody suggested Zim desktop wiki app, which looks great, but I'm nut sure if I could copy and paste everything there (a mixture of photos and tables and text with various formats and highlights), like what I do with Evernote. And a very useful tool I use is Evernote Web Clipper (browser extension). Of course, having a desktop client like Everpad is a plus, but not the absolute need. PS: I use pocket, so please do suggest that (it only preserve links (which might change over time) not the actual text). I also use google drive or docs, I don't like that for this purpose niether, it's too slow, doesn't have a browser extension and a desktop client. Thank you so much in advance.

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  • Word 2007 Smart Arts - how deep can I go?

    - by Franz
    In Office Word 2007, I want to use a Smart Art to create a hierarchical diagram for an organization. I want to use the one called "simple radial" (at least that's my word-to-word translation from German - it's the one with the circle in the middle and other circles around it, attached by lines). However, it seems to only support one level of depth (at least for circles). Everything else just becomes a bulleted list inside of the circle. Is there any way to accomplish this in Word 2007? Else: are there any other free tools to do this? I also want to add some other shapes. Again: I want to accomplish a star-like structure with a total of 4 depth levels. Thanks for your responses in advance!

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Customize Colors for Sprites in Web Game

    - by NateDSaint
    So I'm working on an html5/javascript/css3-based game. Without going into too much detail, I'm thinking of having the characters be simple 8 or 16-bit style sprites, but I'd like to allow the user to customize the colors of their character. Here are some examples of what I'm talking about : http://jsfiddle.net/simurai/CGmCe/light/ http://www.splashnology.com/article/sprite-animation-in-css3/1485/ So the problem I'm having is two-fold: 1) Should I use something other than a sprite map for my characters, like actually draw them as shapes and animate them in a canvas element? That way I can fill the sprite with colors of the user's choosing? My fear there is that this would be inefficient as far as resources and also waste a lot of time hand-drawing everything, but could allow other customization (like height/width etc). 2) Are there potentially some web apis that would allow you to alter colors inside of a sprite? I suppose I could do it on the back-end with GD, but I'm trying to make it entirely in-browser (including local storage). It's not a definitive one-answer only question, but I'm hoping someone can suggest something they've seen that approaches the same problem from another angle or gives us a way to customize the sprites or manipulate them in some manner. Or avoid them altogether, and use a different method.

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • Are there plans for handwriting recognition?

    - by Patrick
    This is a big feature when it comes to putting Ubuntu onto tablets. Currently, Netbook edition works great for that purpose and the pen digitiser is perfect, but the handwriting would be a real dealmaker (especially for my business - we could actually move to Linux) to compete with the Windows one. CellWriter exists, but that only handles character and keyboard input (but I don't know about multitouch on the keyboard). It also needs to handle print and cursive, because character mode can be slow and uncomfortable (unless you're writing passwords). Lastly, CellWriter needs to have some default letter shapes rather than having to be trained from the start. There is a software package called MyScript (by Vision Objects) that handles all four modes (keyboard, character, print, cursive) plus calculator and fullscreen, but it's only free as a trial. Still, it would be nice to see it in the For Purchase section and the trial in the free section of the Software Centre. The only other ones are for Chinese/Japanese/Korean characters. What would really make a difference for us is the integration of some formal API with the OS that can automatically activate when running on a tablet to pass ink data to whatever recognition system is installed, and have something available (however rudimentary) to use it.

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • Find meeting point of 2 objects in 2D, knowing (constant) speed and slope

    - by Axonn
    I have a gun which fires a projectile which has to hit an enemy. The problem is that the gun has to be automatic, i.e. - choose the angle in which it has to shoot so that the projectile hits the enemy dead in the center. It's been a looooong time since school, and my physics skills are a bit rusty, but they're there. I've been thinking to somehow apply the v = d/t formula to find the time needed for the projectile or enemy to reach a certain point. But the problem is that I can't find the common point for both the projectile and enemy. Yes, I can find a certain point for the projectile, and another for the enemy, but I would need lots of tries to find where the point coincides, which is stupid. There has to be a way to link them together but I can't figure it out. I prepared some drawings and samples: A simple version of my Flash game, dumbed down to the basics, just some shapes: http://axonnsd.org/W/P001/MathSandBox.swf - click the mouse anywhere to fire a projectile. Or, here is an image which describes my problem: So... who has any ideas about how to find x3/y3 - thus leading me to find the angle in which the weapon has to tilt in order to fire a projectile to meet the enemy? EDIT I think it would be clearer if I also mention that I know: the speed of both Enemy and Projectile and the Enemy travels on a straight vertical line.

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  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

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  • Showing Egde Shaped Event Duration in StreamInsight using Debugger

    Whilst writing some courseware I wanted to be able to see the start and end times of Edge shaped events from within the debugger.  A quick recap on Edge events At the start of the event you do not know the end time and most probably cannot work it out or you should be using one of the other shapes. You enqueue an event (Start Edge) with the start time and payload of the event.  The end time of the event is set to infinity When you see the end edge come through, you enqueue another event (End Edge) with the previous start time and payload and restate the event’s end time.  This is the Retract Event All seems simple enough.  The problem is the debugger is a little shy about showing you what you need but you can get it to show you everything by also reading this article Here’s what I mean. Here is what the Event Debugger looks like by default when viewing 2 complete edge events.  Notice how all the end times are set to infinity   The above does not tell you for how long an event was valid.  I then add the “NewEndTime” column to the debugger output and there I can now see the duration of events.  You will see the Retract events (End Edge) have the same start time and payload as their respective start events (Start Edge)   You can follow the exact same logic when looking at Interval shape events.  They look a little different on the output adapter but using this article you can easily see what is happening.

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  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • how to properly implement alpha blending in a complex 3d scene

    - by Gajet
    I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can think of there is something missing. these are the methods I've though about so far: first of I though about object sorting by depth, this one simply fails because Objects are not simple shapes, they might have curves and might loop inside each other. so I can't always tell which one is closer to camera. then I thought about sorting triangles but this one also might fail, thought I'm not sure how to implement it there is a rare case that might again cause problem, in which two triangle pass through each other. again no one can tell which one is nearer. the next thing was using depth buffer, at least the main reason we have depth buffer is because of the problems with sorting that I mentioned but now we get another problem. Since objects might be transparent, in a single pixel there might be more than one object visible. So for which Object should I store pixel depth? I then thought maybe I can only store the most front Object depth, and using that determine how should I blend next draw calls at that pixel. But again there was a problem, think about 2 semi transparent planes with a solid plane in middle of them. I was going to render the solid plane at the end, one can see the most distant plane. note that I was going to merge every two planes until there is only one color left for that pixel. Obviously I can use sorting methods too because of the same reasons I've explained above. Finally the only thing I imagine being able to work is to render all objects into different render targets and then sort those layers and display the final output. But this time I don't know how can I implement this algorithm.

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  • Capturing BizTalk 2004 SQLAdapter failures

    - by DanBedassa
    I was recently working on a BizTalk 2004 project where I encountered an issue with capturing exceptions (inside my orchestration) occurring from an external source. Like database server down, non-existing stored procedure, …   I thought I might write-up this in case it might help someone …   To reproduce an issue, I just rename the database to something different.   The orchestration was failing at the point where I make a SQL request via a Response-Request Port. The exception handlers were bypassed but I can see a warning in the event log saying: "The adapter failed to transmit message going to send port "   After scratching my head for a while (as a newbie to BTS 2004) to find a way to catch the exceptions from the SQLAdapter in an orchestration, here is the solution I had.   ·         Put the Send and Receive shapes inside a Scope shape ·         Set the Scope’s transaction type to “Long Running” ·         Add a Catch block expecting type “System.Exception” ·         Set the “Delivery Notification” of the associated Port to “Transmitted” ·         Change the “Retry Count” of the associated port to 0 (This will make sure BizTalk will raise the exception, instead of a warning, and you can capture that) ·         Now capture and do whatever with the exception inside the Catch block

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