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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Websockets through Stunnel is giving random bytes.

    - by user16682
    I have several servers set up for a web application that I am developing. One is a load balancing server, and I'm running a php WebSockets server on this balancer. The website that I am developing on uses ssl, so I have my WebSockets running through a wss uri connecting directly to the balancer, where I have set up stunnel4 to decrypt all traffic at a certain port and re-rout it to my php WebSockets server. This works fine when it comes down to connecting to my server. That's not the problem. The problem occurs when I try to send data to the server. Occasionally when I try this, stunnel does not appear to be decrypting the data properly. I get garbage characters in my termanal running the server: what appear to be completely random bytes. This can sometimes go on for several consecutive messages that I send before abruptly working again. It is very erratic and unpredictable. Sometimes I refresh the page, and all the messages work perfectly. Sometimes the WebSocket connects and I have to wait 5-10 seconds before any messages I send are interpreted properly by the server. Other times I can't send any messages at all, because they all end up as garbage. I believe this is a stunnel problem, but I am not certain. Does anybody have any experience with this? I would like a more predictable server if I can get it. Some more information: This occurs extensively in Chrome, not quite as much in FireFox, and never in Safari. The php server I am using is phpws http://code.google.com/p/phpws/ -- On the WebSocket connection, this server would sometimes detect that the header was only 1 byte in size, the first byte of the WebSockets header. I had to modify the server to flush the buffer ever time this occurred so that it would reliably connect.

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  • Join the Geek+ Community on Google+ and Share Your Random Geekery

    - by The Geek
    It turns out that Google+ recently added a new feature that allows you to create your own community inside of Google+, where anybody that’s a member can post images, links, or start a discussion. We’ve created the Geek+ Community, so stop by and join in the fun. You’ll notice that there’s only a few members right now, but we’re hoping that we can get every How-To Geek reader to participate in the geeky discussion. You’re welcome to: Post random geeky stuff that you find. Yell at us for articles that you don’t like, or tell us how we can do things better. Participate in discussions with other HTG readers. Post up your own Geek Trivia. We might even publish it over here on How-To Geek. Ask others for advice. Just read everything that the other readers post. Lots of other things we can’t think of right now. Note: If you want tech support, you should post on our regular forum. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Calculating 3d rotation around random axis

    - by mitim
    This is actually a solved problem, but I want to understand why my original method didn't work (hoping someone with more knowledge can explain). (Keep in mind, I've not very experienced in 3d programming, having only played with the very basic for a little bit...nor do I have a lot of mathematical experience in this area). I wanted to animate a point rotating around another point at a random axis, say a 45 degrees along the y axis (think of an electron around a nucleus). I know how to rotate using the transform matrix along the X, Y and Z axis, but not an arbitrary (45 degree) axis. Eventually after some research I found a suggestion: Rotate the point by -45 degrees around the Z so that it is aligned. Then rotate by some increment along the Y axis, then rotate it back +45 degrees for every frame tick. While this certainly worked, I felt that it seemed to be more work then needed (too many method calls, math, etc) and would probably be pretty slow at runtime with many points to deal with. I thought maybe it was possible to combine all the rotation matrixes involve into 1 rotation matrix and use that as a single operation. Something like: [ cos(-45) -sin(-45) 0] [ sin(-45) cos(-45) 0] rotate by -45 along Z [ 0 0 1] multiply by [ cos(2) 0 -sin(2)] [ 0 1 0 ] rotate by 2 degrees (my increment) along Y [ sin(2) 0 cos(2)] then multiply that result by (in that order) [ cos(45) -sin(45) 0] [ sin(45) cos(45) 0] rotate by 45 along Z [ 0 0 1] I get 1 mess of a matrix of numbers (since I was working with unknowns and 2 angles), but I felt like it should work. It did not and I found a solution on wiki using a different matirx, but that is something else. I'm not sure if maybe I made an error in multiplying, but my question is: this is actually a viable way to solve the problem, to take all the separate transformations, combine them via multiplying, then use that or not?

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  • How to generate a random number, then display it on screen?

    - by Dan
    Ok, im fairly new to android but i have managed to teach myself the basics, i am making an app where you press a button , and a new screen opens and it shows a randomly generated number, the only problem is i dont know how to generate and display the random number, i have been searching the web for ages and have only found little snippets of information , that dosent really make sense to me. :/ If someone could help me , or even give me just a little bit of info that should guide me in the right direction it would be great

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  • How do i generate a random integer between min and max in java?

    - by David
    What method returns a random int between a min and max? Or does no such method exist? what i'm looking for is something like this: NAMEOFMETHOD (min, max) (where min and max are ints) that returns soemthing like this: 8 (randomly) if such a method does exist could you please link to the relevant documentation with your answer. thanks.

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  • How to generate a random but unique number and display that number within the source of my image tag

    - by Matthew
    Hello guys, I have done some searching but really haven't found what I'm looking for. What I would like to do is generate a random BUT unique 5 digit number and push whatever number into an img tag on my page. For example when people come to my page this number would generate and get pushed into this image tag: <img src="http://www.sample.com?randomNUM=12345" height="1" width="1" /> I have a mySQL DB and am looking to do this in PHP. Thank, Matt

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  • How to pick random (small) data samples using Map/Reduce?

    - by Andrei Savu
    I want to write a map/reduce job to select a number of random samples from a large dataset based on a row level condition. I want to minimize the number of intermediate keys. Pseudocode: for each row if row matches condition put the row.id in the bucket if the bucket is not already large enough Have you done something like this? Is there any well known algorithm? A sample containing sequential rows is also good enough. Thanks.

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  • what is the probability that the next random number will equal current one?

    - by I__
    if i do this in a worksheet: =RAND() i also specified that i want only 2 decimal places and for example let's say that rand() = 0.07 what is the probability that when i call this function again i will get 0.07 ?? i know that ideally if we assume 100% randomness, the answer would be 1/ (10 * 10) because there are only 100 possible combinations, but what would it be according to the way excel generates a random number?

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  • Ubuntu: disable udev's persistent-net-generator.rules

    - by Luke404
    I'm using Ubuntu 12.04 LTS server edition and I am modifying /etc/udev/rules.d/70-persistent-net.rules to define my own mappings of ethernet interfaces to MAC addresses; that file is initially generated by rules in /lib/udev/rules.d/75-persistent-net-generator.rules at system installation time (or at the first boot, I actually don't know and it doesn't matter here). How can I be sure that my edited version will never ever be overwritten by anything? Removing the persistent-net-generator, as suggested on some websites, is not the Right Thing™ to do as told by comments in the file itself: it will be overwritten by any update of the udev package. I'm looking for a more formally correct way to disable it. Is it enough to just make sure that /etc/udev/rules.d/70-persistent-net.rules does exist? Maybe there are other events that could trigger its regeneration? (eg. adding or removing ethernet interfaces to the system?)

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  • [PHP] md5(uniqid) makes sense for random unique tokens?

    - by Exception e
    I want to create a token generator that generates tokens that cannot be guessed by the user and that are still unique (to be used for password resets and confirmation codes). I often see this code; does it make sense? md5(uniqid(rand(), true)); According to a comment uniqid($prefix, $moreEntopy = true) yields first 8 hex chars = Unixtime, last 5 hex chars = microseconds. I don't know how the $prefix-parameter is handled.. So if you don't set the $moreEntopy flag to true, it gives a predictable outcome. QUESTION: But if we use uniqid with $moreEntopy, what does hashing it with md5 buy us? Is it better than: md5(mt_rand())

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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