Search Results

Search found 3339 results on 134 pages for 'hash collision'.

Page 16/134 | < Previous Page | 12 13 14 15 16 17 18 19 20 21 22 23  | Next Page >

  • 2D collision detection and stuff with OpenGL

    - by shinjuo
    I am working on a simple 2D openGL project. It contains a main actor you can control with the keyboard arrows. I got that to work okay. What I am wanting is something that can help explain how to make another actor object follow the main actor. Maybe a tutorial on openGL. The three main things I need to learn are the actor following, collision detection, and some kind of way to create gravity. Any good books or tutorials to help get me in the right direction would be great.

    Read the article

  • wheel of fortune collision detection

    - by Andrew
    Hey, I have a wheel segmented into 8 pie pieces, and a picker that is pointing at the currently selected segment (think wheel of fortune). I want to highlight the currently selected segment, and so have started to use Chipmunk to construct the 8 segments, attached to a rotating body, and then the picker that is put in a position to collide with each of the segments. The trick is, how do you allow the picker to pass over top of the segments, while still getting the collision, but not actually colliding and slowing down the wheel? I haven't started down this path yet, but thought this may solve the problem: removing the colliding segment and then putting it back after the picker has started colliding with another segment a bit away (like two segments away). There may be a much simpler solution not even involving Chipmunk that I haven't thought of. Thanks, Andrew

    Read the article

  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

    Read the article

  • Using glRotate and glTranslate with collision detection.

    - by Cetra
    Hey guys, Say I use glRotate to translate the current view based on some arbitrary user input (i.e, if key left is pressed then rtri+=2.5f) glRotatef(rtri,0.0f,1.0f,0.0f); Then I draw the triangle in the rotated position: glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); // Finished Drawing The Triangle How do I get the resulting translated vertexes for use in collision detection? Or will I have to manually apply the transform myself and thus doubling up the work? The reason I ask is that I wouldn't mind implementing display lists.

    Read the article

  • Pygame - Different sided collision question!

    - by Alex Lockwood
    Hi there everyone! I'm making a Pygame of, basically, "Breakout". I'm using collisions, and want a simple way to have different bounce effects of the different sides of one rectangle. What I currently have for the ball-to-bat collision is this: "dot" = ball; "bat" = bat; so you all understand. if dot.rect.colliderect(bat.rect):<br> dot.dy *= -1 I'd like something that interacts with each side, so could reverse the self.dx value of the ball when it hits the side of the bat, and only reversing the self.dy value when it strikes the top. Thanks!!! :D

    Read the article

  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

    Read the article

  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

    Read the article

  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

    Read the article

  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

    Read the article

  • Short Python alphanumeric hash with minimal collisions

    - by ensnare
    I'd like to set non-integer primary keys for a table using some kind of hash function. md5() seems to be kind of long (32-characters). What are some alternative hash functions that perhaps use every letter in the alphabet as well as integers that are perhaps shorter in string length and have low collision rates? Thanks!

    Read the article

  • turn a ruby hash into html list

    - by JAlberto
    I'm trying to parse a yaml file like this: a: a1: a2: b: b1: b11: b2: i get a hash like this: {"a"=>{"a1"=>nil, "a2"=>nil}, "b"=>{"b1"=>{"b11"=>nil}, "b2"=>nil}} and i want to turn it to a list: %ul %li a %ul %li a1 %li a2 %li b %ul %li b1 %ul %li b11 %li b2 I'm trying to search the most efficent way doesn't matter how deep is the hash

    Read the article

  • Ruby Inserting Key, Value elements in Hash.

    - by kokogyi
    I want to add elements to my Hash lists, which can have more than one value. Here is my code. I don't know how I can solve it! class dictionary def initialize(publisher) @publisher=publisher @list=Hash.new() end def []=(key,value) @list << key unless @list.has_key?(key) @list[key] = value end end dic = Dictionary.new dic["tall"] = ["long", "word-2", "word-3"] p dic Many thanks in advance. regards, koko

    Read the article

  • Creating a unique URL safe hash

    - by Ben Foster
    I want to hash/encode a unique integer (database ID) to create a similarly unique string. It needs to meet the following requirements: Must start with a letter or number, and can contain only letters and numbers. All letters in a container name must be lowercase. Must be from 3 through 63 characters long (although the shorter the better) The result does not need to be reversible, just repeatable - so a 1-way hash would be fine.

    Read the article

  • Perl, time efficient hash

    - by Mike
    Is it possible to use a Perl hash in a manner that has O(log(n)) lookup and insertion? By default, I assume the lookup is O(n) since it's represented by an unsorted list. I know I could create a data structure to satisfy this (ie, a tree, etc) however, it would be nicer if it was built in and could be used as a normal hash (ie, with %)

    Read the article

  • mootools hash() in jquery?

    - by terrani
    Hi, I have been using mootools for a year now. I need to use jquery for my new projects. I always used hash() to make namespaces for my functions in mootools. For example, var person = new Hash({ say_name: function(){ }, say_age: function(){ } }); Does Jquery has similar stuff?

    Read the article

  • Looking for a fast hash-function.

    - by Julian
    Hello, I'm looking for a special hash-function. Let's say I have a large list of strings, if I order them by their hash-values they should be ordered quasi randomly. The most important point is: it must be super fast. I've tried md5 and sha1 and they're using to much cpu power. Clashes are not a problem. I'm using javascript, so it shouldn't be too complicated to implement.

    Read the article

< Previous Page | 12 13 14 15 16 17 18 19 20 21 22 23  | Next Page >