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  • C Allocating Two Dimensional Arrays

    - by Jacob
    I am trying to allocate a 2D dimension array of File Descriptors... So I would need something like this fd[0][0] fd[0][1] I have coded so far: void allocateMemory(int row, int col, int ***myPipes){ int i = 0,i2 = 0; myPipes = (int**)malloc(row * sizeof(int*)); for(i = 0; i < row;i++){ myPipes[i] = (int*)malloc(col * sizeof(int)); } } How can I set it all too zeros right now I keep getting a seg fault when I try to assign a value... Thanks

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  • Why use third-party vector libraries at all?

    - by Patrick Powns
    So I'm thinking of using the Eigen matrix library for a project I'm doing (2D space simulator). I just went ahead and profiled some code with Eigen::Vector2d, and with bare arrays. I noticed a 10x improvement in assigning values to elements in the array, and a 40x improvement in calculating the dot products. Here is my profiling if you want to check it out, basically it's ~4.065s against ~0.110s. Obviously bare arrays are much more efficient at dot products and assigning stuff. So why use the Eigen library (or any other library, Eigen just seemed the fastest)? Is it stability? Complicated maths that would be hard to code by yourself efficiently?

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  • Game Design Dilemma

    - by Chris Williams
    I'm working on a 2d tilemapped RPG. I've actually made quite a fair amount of progress, but I'm at a point where I need to make a UI decision. I have the overland world completely mapped out, and I have several towns and special areas. I'm on the fence about how to integrate the two. Scenario 1: I have one ginormous map, where everything is the same scale. This means you can walk in and out of towns without having to load or wait and transition in any way. With everything the same scale, movement costs the same no matter where you are (in terms of time/turns/energy/hunger/whatever/etc...)  The potential downside to this is that it could take quite a long time to get anywhere on foot. Scenario 2: I have an overland map, a set of town maps, overland tactical maps, dungeon maps & special area maps. The overland map is at a different scale than the other maps. This means that time/turns/energy/hunger/whatever/etc is calculated at a different rate than on the other maps, which have a 1:1 scale. When entering a town, dungeon, special area or having a random encounter, you would effectively zoom in from the overland scale to the tactical scale. When you are done with combat, or exit a dungeon or town, it would zoom back out to the overland map. The downside to this is that at the zoomed out scale, the overland map isn't all that big (comparitively) and you can traverse it fairly quickly (in real time, not game world time.) Options: 1) Go with scenario 1, as is. 2) Go with scenario 1 and introduce a slightly speedier version of overland travel, such as a horse. 3) Go with scenario 1 and introduce "instant" travel, via portals or some kind of "click the big map" mechanism. This would only work with places you've already been, or somehow unlocked (perhaps via a quest.) 4) Go with Scenario 2, as is.   Thoughts, opinions, suggestions?  Feedback appreciated.

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • Suggestions on switching from lamp based web design-development to game design-development

    - by Sandeepan Nath
    I have around 2.5 years of experience as a web developer cum designer working mainly on the LAMP platform. Now, I want to try out game development (of the likes of First Person Shooter games like Call of Duty (COD)). It is one of my dreams to some day succeed in making a profitable, popular, commercial game of this type. However, I have never done any kind of business nor even freelancing yet even in the web domain. Okay, first things first, I am just starting and I don't yet have any idea about the technologies, languages, engines (game engines) etc involved in that. I would like this question to be a complete guide for people with similar interests. Best resources for getting hold really fast What would be the best approach to get the basic hold of the domain really fast? Any resource(s) for programmers coming from other domains/experienced in other domains would be the ideal ones for me. E.g., if anybody would ask me some good resource for quickly learning PHP/Mysql, I would suggest books like "How to do everything with PHP & MySql" - because - it introduces all the basics of the domain (not the advanced things which can be later learnt by practice and also a lot by searching in stackoverflow questions) it contains some very nice working projects in the end, which help in applying the skills learnt in the chapters of the book. This is the best way for self learners, I feel. I would appreciate some similar resource which connects all concepts together to get the bigger picture. I have read about C, C++, C#, JAVA being used in game programming but not sure which language to go for (I have previously learnt a little of C and JAVA). I have also read about game engines but there would be various other concepts. Commonly accepted ways of learning Should 3D games like these be tried after 2D games? Are there some commonly accepted ways of learning such kind of games? Like in web development, we should go for frameworks after practising well with basic language, AJAX after getting properly done with simple page-reload processing etc. Apart from these, any useful tips (like language choices etc.) would be much appreciated. Like it is highly recommended to contribute to open source web projects for getting recognition, are there similar open source game projects? Thanks, Sandeepan

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  • NTFS Corruption: Files created in Linux corrupted when Windows Boots

    - by Logan Mayfield
    I'm getting some file loss and corruption on my Win7/Ubuntu 12.04 dual boot setup. I have a large shared NTFS partition. I have my Windows Docs/Music/etc. directories on that file and have the comparable directors in Linux setup as a sym. link. I'm using ntfs-3g on the linux side of things to manage the ntfs partition. The shared partition is on a logical partition along with my Linux /home / and /swap partitions. The ntfs partition is mounted at boot time via fstab with the following options: ntfs-3g users,nls=utf8,locale=en_US.UTF-8,exec,rw The problem seems to be confined to newly created and recently edited files. I have not see data loss or corruption when creating/editing files in Windows and then moving over to Ubuntu. I've been using the sync command aggressively in Ubuntu to try to ensure everything is getting written to the HDD. I do not use hibernate in Windows so I know it's not the usual missing files due to Hibernation problem. I'm not seeing any mount related issues on dmesg. Most recently I had a set of files related to a LaTeX document go bad. Some of them show up in Ubuntu but I am unable to delete them. In the GUI file browser they are given thumbnails associated with files I created on my last boot of Windows. To be more specific: I created a few png files in Windows. The files corrupted by that Windows boot are associated with running PdfLatex on a file and are not image files. However, two of the corrupted files show up with the thumbnail image of one of the previously mentioned png files. The png files are not in the same directory as the latex files but they are both win the Document Folder tree. I've had sucess with using NTFS for shared data in the past and am hoping there's some quirk here I'm missing and it's not just bad luck. On one hand this appears to be some kind of Windows problem as data loss occurs when I boot to Windows after having worked in Ubuntu for a while. However, I'm assuming it's more on the Ubuntu end as it requires the special NTFS drivers. Edit for more info: This is a Lenovo Thinkpad L430. Purchased new in the last month. So it's a fairly fresh install. Many of the files on the shared partition were copied over from a previous NTFS formatted shared partition on another HDD. As requested: here's a sample chkdsk log. Some of the files its mentioning were files that got deleted off the partition while in Ubuntu. Others were created/edited but not deleted. Checking file system on D: Volume dismounted. All opened handles to this volume are now invalid. Volume label is Files. CHKDSK is verifying files (stage 1 of 3)... Attribute record of type 0x80 and instance tag 0x2 is cross linked starting at 0x789f47 for possibly 0x21 clusters. Some clusters occupied by attribute of type 0x80 and instance tag 0x2 in file 0x42 is already in use. Deleting corrupt attribute record (128, "") from file record segment 66. 86496 file records processed. File verification completed. 385 large file records processed. 0 bad file records processed. 0 EA records processed. 0 reparse records processed. CHKDSK is verifying indexes (stage 2 of 3)... Deleted invalid filename Screenshot from 2012-09-09 09:51:27.png (72) in directory 46. The NTFS file name attribute in file 0x48 is incorrect. 53 00 63 00 72 00 65 00 65 00 6e 00 73 00 68 00 S.c.r.e.e.n.s.h. 6f 00 74 00 20 00 66 00 72 00 6f 00 6d 00 20 00 o.t. .f.r.o.m. . 32 00 30 00 31 00 32 00 2d 00 30 00 39 00 2d 00 2.0.1.2.-.0.9.-. 30 00 39 00 20 00 30 00 39 00 3a 00 35 00 31 00 0.9. .0.9.:.5.1. 3a 00 32 00 37 00 2e 00 70 00 6e 00 67 00 0d 00 :.2.7...p.n.g... 00 00 00 00 00 00 90 94 49 1f 5e 00 00 80 d4 00 ......I.^.... File 72 has been orphaned since all its filenames were invalid Windows will recover the file in the orphan recovery phase. Correcting minor file name errors in file 72. Index entry found.000 of index $I30 in file 0x5 points to unused file 0x11. Deleting index entry found.000 in index $I30 of file 5. Index entry found.001 of index $I30 in file 0x5 points to unused file 0x16. Deleting index entry found.001 in index $I30 of file 5. Index entry found.002 of index $I30 in file 0x5 points to unused file 0x15. Deleting index entry found.002 in index $I30 of file 5. Index entry DOWNLO~1 of index $I30 in file 0x28 points to unused file 0x2b6. Deleting index entry DOWNLO~1 in index $I30 of file 40. Unable to locate the file name attribute of index entry Screenshot from 2012-09-09 09:51:27.png of index $I30 with parent 0x2e in file 0x48. Deleting index entry Screenshot from 2012-09-09 09:51:27.png in index $I30 of file 46. An index entry of index $I30 in file 0x32 points to file 0x151e8 which is beyond the MFT. Deleting index entry latexsheet.tex in index $I30 of file 50. An index entry of index $I30 in file 0x58bc points to file 0x151eb which is beyond the MFT. Deleting index entry D8CZ82PK in index $I30 of file 22716. An index entry of index $I30 in file 0x58bc points to file 0x151f7 which is beyond the MFT. Deleting index entry EGA4QEAX in index $I30 of file 22716. An index entry of index $I30 in file 0x58bc points to file 0x151e9 which is beyond the MFT. Deleting index entry NGTB469M in index $I30 of file 22716. An index entry of index $I30 in file 0x58bc points to file 0x151fb which is beyond the MFT. Deleting index entry WU5RKXAB in index $I30 of file 22716. Index entry comp220-lab3.synctex.gz of index $I30 in file 0xda69 points to unused file 0xd098. Deleting index entry comp220-lab3.synctex.gz in index $I30 of file 55913. Unable to locate the file name attribute of index entry comp220-numberGrammars.aux of index $I30 with parent 0xda69 in file 0xa276. Deleting index entry comp220-numberGrammars.aux in index $I30 of file 55913. The file reference 0x500000000cd43 of index entry comp220-numberGrammars.out of index $I30 with parent 0xda69 is not the same as 0x600000000cd43. Deleting index entry comp220-numberGrammars.out in index $I30 of file 55913. The file reference 0x500000000cd45 of index entry comp220-numberGrammars.pdf of index $I30 with parent 0xda69 is not the same as 0xc00000000cd45. Deleting index entry comp220-numberGrammars.pdf in index $I30 of file 55913. An index entry of index $I30 in file 0xda69 points to file 0x15290 which is beyond the MFT. Deleting index entry gram.aux in index $I30 of file 55913. An index entry of index $I30 in file 0xda69 points to file 0x15291 which is beyond the MFT. Deleting index entry gram.out in index $I30 of file 55913. An index entry of index $I30 in file 0xda69 points to file 0x15292 which is beyond the MFT. Deleting index entry gram.pdf in index $I30 of file 55913. Unable to locate the file name attribute of index entry comp230-quiz1.synctex.gz of index $I30 with parent 0xda6f in file 0xd183. Deleting index entry comp230-quiz1.synctex.gz in index $I30 of file 55919. An index entry of index $I30 in file 0xf3cc points to file 0x15283 which is beyond the MFT. Deleting index entry require-transform.rkt in index $I30 of file 62412. An index entry of index $I30 in file 0xf3cc points to file 0x15284 which is beyond the MFT. Deleting index entry set.rkt in index $I30 of file 62412. An index entry of index $I30 in file 0xf497 points to file 0x15280 which is beyond the MFT. Deleting index entry logger.rkt in index $I30 of file 62615. An index entry of index $I30 in file 0xf497 points to file 0x15281 which is beyond the MFT. Deleting index entry misc.rkt in index $I30 of file 62615. An index entry of index $I30 in file 0xf497 points to file 0x15282 which is beyond the MFT. Deleting index entry more-scheme.rkt in index $I30 of file 62615. An index entry of index $I30 in file 0xf5bf points to file 0x15285 which is beyond the MFT. Deleting index entry core-layout.rkt in index $I30 of file 62911. An index entry of index $I30 in file 0xf5e0 points to file 0x15286 which is beyond the MFT. Deleting index entry ref.scrbl in index $I30 of file 62944. An index entry of index $I30 in file 0xf6f0 points to file 0x15287 which is beyond the MFT. Deleting index entry base-render.rkt in index $I30 of file 63216. An index entry of index $I30 in file 0xf6f0 points to file 0x15288 which is beyond the MFT. Deleting index entry html-properties.rkt in index $I30 of file 63216. An index entry of index $I30 in file 0xf6f0 points to file 0x15289 which is beyond the MFT. Deleting index entry html-render.rkt in index $I30 of file 63216. An index entry of index $I30 in file 0xf6f0 points to file 0x1528b which is beyond the MFT. Deleting index entry latex-prefix.rkt in index $I30 of file 63216. An index entry of index $I30 in file 0xf6f0 points to file 0x1528c which is beyond the MFT. Deleting index entry latex-render.rkt in index $I30 of file 63216. An index entry of index $I30 in file 0xf6f0 points to file 0x1528e which is beyond the MFT. Deleting index entry scribble.tex in index $I30 of file 63216. An index entry of index $I30 in file 0xf717 points to file 0x1528a which is beyond the MFT. Deleting index entry lang.rkt in index $I30 of file 63255. An index entry of index $I30 in file 0xf721 points to file 0x1528d which is beyond the MFT. Deleting index entry lang.rkt in index $I30 of file 63265. An index entry of index $I30 in file 0xf764 points to file 0x1528f which is beyond the MFT. Deleting index entry lang.rkt in index $I30 of file 63332. An index entry of index $I30 in file 0x14261 points to file 0x15270 which is beyond the MFT. Deleting index entry fddff3ae9ae2221207f144821d475c08ec3d05 in index $I30 of file 82529. An index entry of index $I30 in file 0x14621 points to file 0x15268 which is beyond the MFT. Deleting index entry FETCH_HEAD in index $I30 of file 83489. An index entry of index $I30 in file 0x14650 points to file 0x15272 which is beyond the MFT. Deleting index entry 86 in index $I30 of file 83536. An index entry of index $I30 in file 0x14651 points to file 0x15266 which is beyond the MFT. Deleting index entry pack-7f54ce9f8218d2cd8d6815b8c07461b50584027f.idx in index $I30 of file 83537. An index entry of index $I30 in file 0x14651 points to file 0x15265 which is beyond the MFT. Deleting index entry pack-7f54ce9f8218d2cd8d6815b8c07461b50584027f.pack in index $I30 of file 83537. An index entry of index $I30 in file 0x146f1 points to file 0x15275 which is beyond the MFT. Deleting index entry master in index $I30 of file 83697. An index entry of index $I30 in file 0x146f6 points to file 0x15276 which is beyond the MFT. Deleting index entry remotes in index $I30 of file 83702. An index entry of index $I30 in file 0x1477d points to file 0x15278 which is beyond the MFT. Deleting index entry pad.rkt in index $I30 of file 83837. An index entry of index $I30 in file 0x14797 points to file 0x1527c which is beyond the MFT. Deleting index entry pad1.rkt in index $I30 of file 83863. An index entry of index $I30 in file 0x14810 points to file 0x1527d which is beyond the MFT. Deleting index entry cm.rkt in index $I30 of file 83984. An index entry of index $I30 in file 0x14926 points to file 0x1527e which is beyond the MFT. Deleting index entry multi-file-search.rkt in index $I30 of file 84262. An index entry of index $I30 in file 0x149ef points to file 0x1527f which is beyond the MFT. Deleting index entry com.rkt in index $I30 of file 84463. An index entry of index $I30 in file 0x14b47 points to file 0x15202 which is beyond the MFT. Deleting index entry COMMIT_EDITMSG in index $I30 of file 84807. An index entry of index $I30 in file 0x14b47 points to file 0x15279 which is beyond the MFT. Deleting index entry index in index $I30 of file 84807. An index entry of index $I30 in file 0x14b4c points to file 0x15274 which is beyond the MFT. Deleting index entry master in index $I30 of file 84812. An index entry of index $I30 in file 0x14b61 points to file 0x1520b which is beyond the MFT. Deleting index entry 02 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x1525a which is beyond the MFT. Deleting index entry 28 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15208 which is beyond the MFT. Deleting index entry 29 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x1521f which is beyond the MFT. Deleting index entry 2c in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15261 which is beyond the MFT. Deleting index entry 2e in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x151f0 which is beyond the MFT. Deleting index entry 45 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x1523e which is beyond the MFT. Deleting index entry 47 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x151e5 which is beyond the MFT. Deleting index entry 49 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15214 which is beyond the MFT. Deleting index entry 58 in index $I30 of file 84833. Index entry 6e of index $I30 in file 0x14b61 points to unused file 0xd182. Deleting index entry 6e in index $I30 of file 84833. Unable to locate the file name attribute of index entry a0 of index $I30 with parent 0x14b61 in file 0xd29c. Deleting index entry a0 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x1521b which is beyond the MFT. Deleting index entry cd in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15249 which is beyond the MFT. Deleting index entry d6 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15242 which is beyond the MFT. Deleting index entry df in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x15227 which is beyond the MFT. Deleting index entry ea in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x1522e which is beyond the MFT. Deleting index entry f3 in index $I30 of file 84833. An index entry of index $I30 in file 0x14b61 points to file 0x151f2 which is beyond the MFT. Deleting index entry ff in index $I30 of file 84833. An index entry of index $I30 in file 0x14b62 points to file 0x15254 which is beyond the MFT. Deleting index entry 1ed39b36ad4bd48c91d22cbafd7390f1ea38da in index $I30 of file 84834. An index entry of index $I30 in file 0x14b75 points to file 0x15224 which is beyond the MFT. Deleting index entry 96260247010fe9811fea773c08c5f3a314df3f in index $I30 of file 84853. An index entry of index $I30 in file 0x14b79 points to file 0x15219 which is beyond the MFT. Deleting index entry 8f689724ca23528dd4f4ab8b475ace6edcb8f5 in index $I30 of file 84857. An index entry of index $I30 in file 0x14b7c points to file 0x15223 which is beyond the MFT. Deleting index entry 1df17cf850656be42c947cba6295d29c248d94 in index $I30 of file 84860. An index entry of index $I30 in file 0x14b7c points to file 0x15217 which is beyond the MFT. Deleting index entry 31db8a3c72a3e44769bbd8db58d36f8298242c in index $I30 of file 84860. An index entry of index $I30 in file 0x14b7c points to file 0x15267 which is beyond the MFT. Deleting index entry 8e1254d755ff1882d61c07011272bac3612f57 in index $I30 of file 84860. An index entry of index $I30 in file 0x14b82 points to file 0x15246 which is beyond the MFT. Deleting index entry f959bfaf9643c1b9e78d5ecf8f669133efdbf3 in index $I30 of file 84866. An index entry of index $I30 in file 0x14b88 points to file 0x151fe which is beyond the MFT. Deleting index entry 7e9aa15b1196b2c60116afa4ffa613397f2185 in index $I30 of file 84872. An index entry of index $I30 in file 0x14b8a points to file 0x151ea which is beyond the MFT. Deleting index entry 73cb0cd248e494bb508f41b55d862e84cdd6e0 in index $I30 of file 84874. An index entry of index $I30 in file 0x14b8e points to file 0x15264 which is beyond the MFT. Deleting index entry bd555d9f0383cc14c317120149e9376a8094c4 in index $I30 of file 84878. An index entry of index $I30 in file 0x14b96 points to file 0x15212 which is beyond the MFT. Deleting index entry 630dba40562d991bc6cbb6fed4ba638542e9c5 in index $I30 of file 84886. An index entry of index $I30 in file 0x14b99 points to file 0x151ec which is beyond the MFT. Deleting index entry 478be31ca8e538769246e22bba3330d81dc3c8 in index $I30 of file 84889. An index entry of index $I30 in file 0x14b99 points to file 0x15258 which is beyond the MFT. Deleting index entry 66c60c0a0f3253bc9a5112697e4cbb0dfc0c78 in index $I30 of file 84889. An index entry of index $I30 in file 0x14b9c points to file 0x15238 which is beyond the MFT. Deleting index entry 1c7ceeddc2953496f9ffbfc0b6fb28846e3fe3 in index $I30 of file 84892. An index entry of index $I30 in file 0x14b9c points to file 0x15247 which is beyond the MFT. Deleting index entry ae6e32ffc49d897d8f8aeced970a90d3653533 in index $I30 of file 84892. An index entry of index $I30 in file 0x14ba0 points to file 0x15233 which is beyond the MFT. Deleting index entry f71c7d874e45179a32e138b49bf007e5bbf514 in index $I30 of file 84896. Index entry 2e04fefbd794f050d45e7a717d009e39204431 of index $I30 in file 0x14ba7 points to unused file 0xd097. Deleting index entry 2e04fefbd794f050d45e7a717d009e39204431 in index $I30 of file 84903. An index entry of index $I30 in file 0x14baa points to file 0x15241 which is beyond the MFT. Deleting index entry 0dda7dec1c635cd646dfef308e403c2843d5dc in index $I30 of file 84906. An index entry of index $I30 in file 0x14baa points to file 0x151fc which is beyond the MFT. Deleting index entry 98151e654dd546edcfdec630bc82d90619ac8e in index $I30 of file 84906. An index entry of index $I30 in file 0x14bb1 points to file 0x151e9 which is beyond the MFT. Deleting index entry 1997c5be62ffeebc99253cced7608415e38e4e in index $I30 of file 84913. An index entry of index $I30 in file 0x14bb1 points to file 0x1521d which is beyond the MFT. Deleting index entry 6bf3aedefd3ac62d9c49cad72d05e8c0ad242c in index $I30 of file 84913. An index entry of index $I30 in file 0x14bb1 points to file 0x151f4 which is beyond the MFT. Deleting index entry 907b755afdca14c00be0010962d0861af29264 in index $I30 of file 84913. An index entry of index $I30 in file 0x14bb3 points to file 0x15218 which is beyond the MFT. Deleting index entry

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  • Tron: Legacy, 3D goggles, and embedded UA

    - by Roger Hart
    The 3D edition of Tron: Legacy opens with embedded user assistance. The film starts with an iconic white-on-black command-prompt message exhorting viewers to keep their 3D glasses on throughout. I can't quote it verbatim, and at the time of writing nor could anybody findable with 5 minutes of googling. But it was something like: "Although parts of the movie are 2D, it was shot in 3D, and glasses should be worn at all times. This is how it was intended to be viewed" Yeah - "intended". That part is verbatim. Wow. Now, I appreciate that even out of the small sub-set of readers who care a rat's ass for critical theory, few will be quite so gung-ho for the whole "death of the author" shtick as I tend to be. And yes, this is ergonomic rather than interpretive, but really - telling an audience how you expect them to watch a movie? That's up there with Big Steve's "you're holding it wrong" Even if it solves the problem, it's pretty arrogant. If anything, it's worse than RTFM. And if enough people are doing it wrong that you have to include the announcement, then maybe - just maybe - you've got a UX and/or design problem. Plus, current 3D glasses are like sitting in a darkened room, cosplaying the lovechild of Spider Jerusalem and Jarvis Cocker. Ok, so that observation was weirder than it was helpful; but seriously, nobody wants to wear the glasses if they don't have to. They ruin the visual experience of the non-3D sections, and personally, I find them pretty disruptive to the suspension of disbelief. This is an old, old, problem, and I'm carping on about it because Tron is enjoyable mass-market slush. It's easier for me to say "no, I can't just put some text on it. It's fundamentally broken, redesign it." in the middle of a small-ish, agile, software project than it would be for some beleaguered production assistant at the end of editing a $200 million movie. But lots of folks in software don't even get to do that. Way more people are going to see Tron, and be annoyed by this, than will ever read a technical communication blog. So hopefully, after two hours of being mildly annoyed, wanting to turn the brightness up, and slowly getting a headache, they'll realise something very, very important: you just can't document your way out of a shoddy UI.

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  • How to Customize Your How-To Geek RSS Feeds (We’re Changing Things)

    - by The Geek
    If you’re an RSS subscriber, you’ll soon notice that we’re making a few changes. Why? It’s time to simplify our system, while providing you a little more control over which articles you want to see. The point, of course, is that people like different things, and that’s OK. What’s not so great is getting complaints—Linux users are always whining about Windows posts, and Windows users are whining when we write Linux posts. It’s also worth pointing out that if you aren’t interested in a post—you don’t have to click on it to read it. This is probably fairly obvious to reasonable people. The New Feeds Here’s the new set of feeds you can subscribe to. We’ll probably add more fine-grained feeds in the future, as we get some more things straightened out. Everything we publish (news, how-tos, features) Just the Feature Articles (the absolute best stuff) Just News (ETC) Posts Just Windows Articles Just Linux Articles Just Apple Articles Just Desktop Fun Articles You can obviously subscribe to one or many of them if you feel like it. The Once Daily Summary Feed! If you’d rather get all your How-To Geek in a single dose each day, you can subscribe to the summary feed, which is pretty much the same as our daily email newsletter. You can subscribe to this summary feed by clicking here. Note: we’re working on a lot of backend changes to hopefully make things a little better for you, the reader. One of the things we’ve consistently had feedback on is the comment system, which we’ll tackle a little later. Also, if you suddenly saw a barrage of posts earlier… oops! Our mistake. Latest Features How-To Geek ETC Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents

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  • We’ve Got 10 Free Copies of Microsoft’s Networking Windows 7 eBook to Give Away. Get Yours!

    - by The Geek
    Last month, we reviewed our friend Ciprian’s new book by Microsoft Press, Network Your Computers & Devices: Step by Step—and we’ve twisted his arm until he decided to give away 10 free copies for our readers. First, the book: It’s a great book that covers networking between computers running Windows 7, XP, Vista, Linux, and even Mac OS X. Just as the title suggests, he’s got step-by-step tutorials that explain how to get your network up and running with a minimum of fuss. Want to see for yourself? You can grab a copy of the free sample chapter if you’d like, or you can look through the chapter outline: Chapter 1: Setting Up a Router and Devices Chapter 2: Setting User Accounts on All Computers Chapter 3: Setting Up Your Libraries on All Windows 7 Computers Chapter 4: Creating the Network Chapter 5: Customizing Network Sharing Settings in Windows 7 Chapter 6: Creating the Homegroup and Joining Windows 7 Computers Chapter 7: Sharing Libraries and Folders Chapter 8: Sharing and Working with Devices Chapter 9: Streaming Media Over the Network and the Internet Chapter 10: Sharing Between Windows XP, Windows Vista, and Windows 7 Computers Chapter 11: Sharing Between Mac OS X and Windows 7 Computers Chapter 12: Sharing Between Ubuntu Linux and Windows 7 Computers Chapter 13: Keeping the Network Secure Chapter 14: Setting Up Parental Controls Chapter 15: Troubleshooting Network and Internet Problems Whether you believe it’s the perfect book or not, we’re giving away one for free, so keep reading. Giveaway Details: Or What You Need to Do Since we’ve got an awful lot of subscribers, and we’ve only got 10 ebooks to give away, we need a few rules. So here’s how you can put your name into the hat for the giveaway: Method 1: Leave a comment on the giveaway post over on our Facebook Fan page. Obviously you’ll need to Like us before you can leave a comment. Method 2: If you don’t use Facebook, you can tweet this post using the Tweet button at the top of the article. Winners: We’ll randomly pick 10 winners from those who participate. Expiration: This giveaway expires in 3 days, give or take a day. We’ll announce the winners and contact them directly. So go forth, and get yourself a free ebook! Of course, if you want the print version, you can get that for a discount over on Amazon at the moment. Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • The Work Order Printing Challenge

    - by celine.beck
    One of the biggest concerns we've heard from maintenance practitioners is the ability to print and batch print work order details along with its accompanying attachments. Indeed, maintenance workers traditionally rely on work order packets to complete their job. A standard work order packet can include a variety of information like equipment documentation, operating instructions, checklists, end-of-task feedback forms and the likes. Now, the problem is that most Asset Lifecycle Management applications do not provide a simple and efficient solution for process printing with document attachments. Work order forms can be easily printed but attachments are usually left out of the printing process. This sounds like a minor problem, but when you are processing high volume of work orders on a regular basis, this inconvenience can result in important inefficiencies. In order to print work order and its related attachments, maintenance personnel need to print the work order details and then go back to the work order and open each individual attachment using the proper authoring application to view and print each document. The printed output is collated into a work order packet. The AutoVue Document Print Service products that were just released in April 2010 aim at helping organizations address the work order printing challenge. Customers and partners can leverage the AutoVue Document Print Services to build a complete printing solution that complements their existing print server solution with AutoVue's document- and platform-agnostic document print services. The idea is to leverage AutoVue's printing services to invoke printing either programmatically or manually directly from within the work order management application, and efficiently process the printing of complete work order packets, including all types of attachments, from office files to more advanced engineering documents like 2D CAD drawings. Oracle partners like MIPRO Consulting, specialists in PeopleSoft implementations, have already expressed interest in the AutoVue Document Print Service products for their ability to offer print services to the PeopleSoft ALM suite, so that customers are able to print packages of documents for maintenance personnel. For more information on the subject, please consult MIPRO Consulting's article entitled Unsung Value: Primavera and AutoVue Integration into PeopleSoft posted on their blog. The blog post entitled Introducing AutoVue Document Print Service provides additional information on how the solution works. We would also love to hear what your thoughts are on the topic, so please do not hesitate to post your comments/feedback on our blog. Related Articles: Introducing AutoVue Document Print Service Print Any Document Type with AutoVue Document Print Services

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • middle-click on Thunderbird icon in Unity Launcher gives window without titlebar or menubar

    - by Mike Kupfer
    I expect that this is a (low-priority) bug, but apport-bug strongly encouraged me to come here first, so here I am... What I did: I started Thunderbird and then minimized the window. I then middle-clicked on the Thunderbird icon in the Unity (3D) Launcher. I do not have any of the appmenu packages installed (not indicator-appmenu, nor any of the *-globalmenu or appmenu-* packages). What I expected: I would get the Thunderbird main window back at its original location, or possibly I'd get a Compose Mail window somewhere on the desktop. (This was something of an experiment, so I wasn't really sure what to expect.) What happens: The Thunderbird main window appears in the upper left corner of the display, displacing the Launcher. This was not its previous location. The window has no titlebar or menubar. The top panel says "Thunderbird Mail", but moving the mouse over that text does nothing (doesn't show the close/minimize/maximize controls). I can still bring up the Launcher and start applications. If I start Firefox and give it input focus, clicking on the Thunderbird window leaves the focus with Firefox. I can use the Switcher to give Thunderbird the input focus. (Both the Unity Switcher and the Static Application Switcher work. If I use the Static Application Switcher, I see Thunderbird's menubar in the top panel until I release Alt-tab.) I can kill Thunderbird from the Launcher. I can also use the Unity Switcher to minimize everything. If I then left-click on the Thunderbird icon in the Launcher, the Thunderbird main window reappears in the upper left. But this time it does not displace the Launcher, and it has the proper titlebar and menubar. This does not happen with Unity 2D. And I haven't seen it with any other app. I realize that because I've disabled the appmenu stuff, I'm not getting the full Unity experience, and there might be some rough edges. But this is a bug, yes?

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  • Live CD / Live USB much faster than full install

    - by user29347
    I've observed it on both laptops I own! HP Compaq nx6125 and Ubuntu 11.04 x64 - somewhat solved Lenovo Thinkpad T500 and Ubuntu 11.10 x64 - help needed! I'm still struggling with the Thinkpad to get performance level similar to that of 10 y.o. laptops... All in all a really serious issue with multiple versions of Ubuntu that renders computers with perfectly compatible hardware unusable, as far as out of the box experience is concerned. Troubleshooting resultant issues seems to be a hard case even for users with some experience with installing graphics drivers. EDIT: I can't really post additional details. Two different ubuntu versions, two laptops, two different set of graph. drivers (OS vs ATI prop.) - all with the same symptoms. Also I can't stress enough how massive the performance degradation is compared to a healthy system. For that reason I ask for input from people who may know roughly what are we dealing with here. I can post more details if we were to focus on my current Thinkpad T500. In that case my current system details: Lenovo Thinkpad T500 Ubuntu 11.10 x64 ATI Mobility Radeon HD 3650 (also see the "What I have already tried" section about Intel graphics tested) ATI Catalyst 11.10 drivers OCZ Agility 3 SSD but! same with the default driver for ATI the card same with the prop. driver for the ATI card from Jockey (Additional drivers applet) What I have already tried: 0. Switching to Intel integrated card (Intel GMA 4500M HD) with the default driver - same effects = may indicate not driver related problem but a problem with something of global influence like e.g. nomodeset or other I don't even know about. (What you can read above) ATI Catalyst 11.10 and radeon.modeset=0 boot parameter + disabled Wait for VBlank. Unity 2D Ubuntu 10.04 LTS tested (ubuntu-10.04.3-desktop-i386.iso): Both live USB and installed version blazing fast! (on the default drivers - without even installing the proprietary fglrx drivers). re2 a) seems to give me the only significant results (still poor) - perfect Unity elements performance with the same crawling stuttering/lagging when dragging windows around. re2 b) this happens often http://i17.photobucket.com/albums/b68/Bucic/ubuntuforumsorg/Screenshotat2011-10-28083140.png re2 c) Sometimes I am able to witness a normal performance when dragging a window around but only for a second or two. When I try to shake it longer it starts to lag and it will keep lagging like that with an increased probability of what you see in the sshot in point re2 b). re2 d) I can't establish the radeon.modeset=0 influence though. Once it seems to work be smooth with it, the other time - without it. Really can't tell.

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Java Slick2d Animation not working

    - by user3558075
    Hello everyone I am trying to make a simple 2d game using java and the slick2d library. this is my first time doing it and i need some help. right now I am trying to make the Animations for the character, so that when you go right he turns right and when you go left he turns left... but I keep getting an error when im drawing the character, ive try'd re-downloading slick but that didnt work. when i get rid of the player.draw(x,y); line of code it dosen't crash but the character isnt there. heres my code, can anyone help? package enteties; import input.Keyinput; import org.newdawn.slick.Animation; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import playerinfo.Playerinfo; public class Player extends BasicGameState{ Playerinfo pi = new Playerinfo(); Keyinput ki = new Keyinput(); Animation player,up,down,left,right; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] goingUp = {new Image("res/buckysBack.png") , new Image("res/charBack.png")}; Image[] goingDown = {new Image("res/buckysFront.png") , new Image("res/charFront.png")}; Image[] goingLeft = {new Image("res/buckysLeft.png") , new Image("res/charLeft.png")}; Image[] goingRight = {new Image("res/buckysRight.png") , new Image("res/charRight.png")}; int[] duration = {200,200}; Animation up = new Animation(goingUp,duration,false); Animation down = new Animation(goingDown,duration,false); Animation left = new Animation(goingLeft,duration,false); Animation right = new Animation(goingRight,duration,false); player = up; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { //error happens here, when i remove this line it dosent crash player.draw(720,450); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { } public int getID() { return 0; } }

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Voxel Engine in Multiplayer?

    - by Oliver Schöning
    This is a question more out of Interest for now, because I am not even near to the point that I could create this project at the moment. I really like the progress on the Atomontage Engine. A Voxel engine that is WIP at the moment. I would like to create a Voxel SERVER eventually. First in JavaScript (That's what I am learning right now) later perhaps in C++ for speed. Remember, I am perfectly aware that this is very hard! This is a brainstorm for the next 10 years as for now. What I would like to achieve one day is a Multiplayer Game in the Browser where the voxels positions are updated by XYZ input from the server. The Browser Does only 3 things: sending player input to the server, updating Voxel positions send from the server and rendering the world. I imagine using something like the Three.js libary on the client side. So that would be my programming dream right there... Now to something simpler for the near future. Right now I am learning javascript. And I am making games with Construct2. (A really cool JavaScript "game maker") The plan is to create a 2D Voxel enviorment (Block Voxels) on the Socket.IO Server* and send the position of the Voxels and Players to the Client side which then positions the Voxel Blocks to the Server Output coordinates. I think that is a bit more manageable then the other bigger idea. And also there should be no worries about speed with this type of project in JavaScript (I hope). Extra Info: *I am using nodejs (Without really knowing what it does besides making Socket.IO work) So now some questions: Is the "dream project" doable in JavaScript? Or is C++ just the best option because it does not take as long to be interpreted at run time like JavaScript? What are the limitations? I can think of some: Need of a Powerful server depending on how much information the server has to process. Internet Speed; Sending the data of the Voxel positions to every player could add up being very high! The browser FPS might go down quickly if rendering to many objects. One way of fixing reducing the packages Could be to let the browser calculate some of the Voxel positions from Several Values. But that would slow down the Client side too. What about the more achievable project? I am almost 100% convinced that this is possible in JavaScript, and that there are several ways of doing this. This is just XY position Updating for now.. Hope this did make some sense. Please comment if you got something to say :D

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  • What is this JavaScript gibberish?

    - by W3Geek
    I am studying how to make a 2D game with JavaScript by reading open source JavaScript games and I came across this gibberish... aSpriteData = [ "}\"¹-º\"À+º\"À+º\"À+º\"¿¤À ~C_ +º\"À+º\"À+º\"À*P7²OK%¾+½u_\"À<¡a¡a¡bM@±@ª", // 0 ground "a ' ![± 7°³b£[mt<Nµ7z]~¨OR»[f_7l},tl},+}%XN²Sb[bl£[±%Y_¹ !@ $", // 1 qbox "!A % @,[] ±}°@;µn¦&X£ <$ §¤ 8}}@Prc'U#Z'H'@· ¶\"is ¤&08@£(", // 2 mario " ´!A.@H#q8¸»e-½n®@±oW:&X¢a<&bbX~# }LWP41}k¬#3¨q#1f RQ@@:4@$", // 3 mario jump " 40 q$!hWa-½n¦#_Y}a©,0#aaPw@=cmY<mq©GBagaq&@q#0§0t0¤ $", // 4 mario run "+hP_@", // 5 pipe left "¢,6< R¤", // 6 pipe right "@ & ,'+hP?>³®'©}[!»¹.¢_^¥y/pX¸#µ°=a¾½hP?>³®'©}[!»¹.¢_^ Ba a", // 7 pipe top left "@ , !] \"º £] , 8O #7a&+¢ §²!cº 9] P &O ,4 e", // 8 pipe top right " £ #! ,! P!!vawd/XO¤8¼'¤P½»¹²'9¨ \"P²Pa²(!¢5!N*(4´b!Gk(a", // 9 goomba " Xu X5 =ou!¯­¬a[Z¼q.°u#|xv ¸··@=~^H'WOJ!¯­¬a=Nu ²J <J a", // 10 coin // yui "@ & !MX ~L \"y %P *¢ 5a K w !L \"y %P *­a%¬¢ 4 a", // 11 ebox // yui "¢ ,\"²+aN!@ &7 }\"²+aN!XH # }\"²+aN!X% 8}\"²+aN!X%£@ (", // 12 bricks "} %¿¢!N° I¨²*<P%.8\"h,!Cg r¥ H³a4X¢*<P%.H#I¬ :a!u !q", // 13 block makeSpace(20) + "4a }@ }0 N( w$ }\" N! +aa", // 14 bush left " r \"²y!L%aN zPN NyN#²L}[/cy¾ N" + makeSpace(18) + "@", // 15 bush mid makeSpace(18) + "++ !R·a!x6 &+6 87L ¢6 P+ 8+ (", // 16 bush right " %©¦ +pq 7> \"³ s" + makeSpace(25) + "@", // 17 cloud bottom left "a/a_#².Q¥'¥b}8.£¨7!X\"K+5cqs%(" + makeSpace(18) + "0", // 18 cloud bottom mid "bP ¢L P+ 8%a,*a%§@ J" + makeSpace(22) + "(", // 19 cloud bottom right "", // 20 mushroom "", // koopa 16x24 "", // 22 star "", // 23 flagpole "", // 24 flag "", // 25 flagpole top " 6 ~ }a }@ }0 }( }$ }\" }! } a} @} 0} (} $} \"² $", // 26 hill slope "a } \"m %8 *P!MF 5la\"y %P" + makeSpace(18) + "(", // 27 hill mid makeSpace(30) + "%\" t!DK \"q", // 28 hill top "", // 29 castle bricks "", // 30 castle doorway bottom "", // 31 castle doorway top "", // 32 castle top "", // 33 castle top 2 "", // 34 castle window right "", // 35 castle window left "", // 36 castle flag makeSpace(19) + "8@# (9F*RSf.8 A¢$!¢040HD", // 37 goomba flat " *(!¬#q³¡[_´Yp~¡=<¥g=&'PaS²¿ Sbq*<I#*£Ld%Ryd%¼½e8H8bf#0a", // 38 mario dead " = ³ #b 'N¶ Z½Z Z½Z Z½Z Z½Z Z½Z Z½Z =[q ²@ ³ ¶ 0", // 39 coin step 1 " ?@ /q /e '¤ #³ !ºa }@ N0 ?( /e '¤ #³ ¿ _a \"", // 40 coin step 2 " / > ] º !² #¢ %a + > ] º !² #¢ 'a \"", // 41 coin step 3 " 7¢ +² *] %> \"p !Ga t¢ I² 4º *] %> \"p ¡ Oa \"" // 42 coin step 4 ], What does it do? If you want to look at the source file here it is: http://www.nihilogic.dk/labs/mario/mario.js Beware, there is more gibberish inside. I can't seem to make sense of any of it. Thank you.

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  • Drawing multiple Textures as tilemap

    - by DocJones
    I am trying to draw a 2d game map and the objects on the map in a single pass. Here is my OpenGL initialization code // Turn off unnecessary operations glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); glDisable(GL_STENCIL_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); // activate pointer to vertex & texture array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); My drawing code is being called by a NSTimer every 1/60 s. Here is the drawing code of my world object: - (void) draw:(NSRect)rect withTimedDelta:(double)d { GLint *t; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:@"blocks"]); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); for (int x=0; x<[_map getWidth] ; x++) { for (int y=0; y<[_map getHeight] ; y++) { GLint v[] = { 16*x ,16*y, 16*x+16,16*y, 16*x+16,16*y+16, 16*x ,16*y+16 }; t=[_textureManager getBlockWithNumber:[_map getBlockAtX:x andY:y]]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } } } (_textureManager is a Singelton only loading a texture once!) The object drawing codes is identical (except the nested loops) in terms of OpenGL calls: - (void) drawWithTimedDelta:(double)d { GLint *t; GLint v[] = { 16*xpos ,16*ypos, 16*xpos+16,16*ypos, 16*xpos+16,16*ypos+16, 16*xpos ,16*ypos+16 }; glBindTexture(GL_TEXTURE_2D, [_textureManager textureByName:_textureName]); t=[_textureManager getBlockWithNumber:12]; glVertexPointer(2, GL_INT, 0, v); glTexCoordPointer(2, GL_INT, 0, t); glDrawArrays(GL_QUADS, 0, 4); } As soon as my central drawing routine calls the two drawing methods the second call overlays the first one. i would expect the call to world.draw to draw the map and "stamp" the objects upon it. Debugging shows me, that the first call is performed correctly (world is being drawn), but the following call to all objects ONLY draws the objects, the rest of the scene is getting black. I think i need to blend the drawn textures, but i cant seem to figure out how. Any help is appreciated. Thanks PS: Here is the github link to the project. It may not be in sync of my post here, but for some more in-depth analysis it may help.

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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