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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • PhysicsMouseJoint problem in andengine + Box2d

    - by Nikhil Lamba
    What we can remove from this code i.e from PhysicsMouseJointExample to remove the functionality of drag and drog of sprite but i need all functionality except this only user move the sprite with some force and velocity of fling but user can't move the ball as like drag and drop like moving a finger on screen and sprite move with finger plz plz help me I am Using Below method for Mouse Joint CODE : public MouseJoint createMouseJoint(final IShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { final Body body = (Body) pFace.getUserData(); final MouseJointDef mouseJointDef = new MouseJointDef(); final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); this.groundBody.setTransform(localPoint, 0); mouseJointDef.bodyA = this.groundBody; mouseJointDef.bodyB = body; mouseJointDef.dampingRatio = 0.95f; mouseJointDef.frequencyHz = 30; mouseJointDef.maxForce = (200.0f * body.getMass()); mouseJointDef.collideConnected = true; mouseJointDef.target.set(body.getWorldPoint(localPoint)); Vector2Pool.recycle(localPoint); return (MouseJoint)mPhysicsWorld.createJoint(mouseJointDef); }

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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  • Netretail's online retail operation benefits from personal contact

    - by christopher.jones
    Hot on oracle.com is a snapshot of Netretail Holding B.V. profiling their use of PHP and Oracle technology such as Oracle RAC cluster database to become a leading online retailer across Central and Eastern Europe. We've also just refreshed our key PHP Scalability and High Availability whitepaper which talks about connection pooling (DRCP) and Fast Application Notification (FAN). We brought it up to date for 11gR2 and PHP 5.3. It now includes the new 11gR2 V$CPOOL_CONN_INFO view, the new columns for DBA_CPOOL_INFO, information about LOGOFF triggers, and information about the support for Client Result Caching with DRCP. Back to Netretail. Two of their secrets to success are keeping technically up to date, and networking. That is, networking in the business sense. I had the pleasure of meeting Michal Táborský (@whizz), the Chief System Architect, when he was in California for a Velocity conference. Michal took time to visit Oracle HQ and talk with our developers about his then current architecture and future needs. I also met his manager at last year's Oracle OpenWorld conference. Having built up a relationship with us, Netretail now has access to Oracle Development staff. While this will never bypass Oracle Support (which have tools, systems etc that are needed and useful for resolving issues), it makes communication easier for some classes of questions. It helps discussions that will let us improve Oracle products, and make Netretail stronger. I like this. And there's no reason why you can't talk with us too. You know where to email me.

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  • Need game development sandbox like Etoys to do 2D games prototyping

    - by Dimitry Tato
    I am new to game development, and currently working on development a mobile 2D game (for android). As the part of the development process, I need to build a prototype and playtest it, to see if the game mechanics and user interaction is ok For example: if I have a starship shooting at ememies, I need to see what's the best size for my starship. what trajectories should the enemy ships fly and what velocity. Should the enemy ships be coming only from left to right, or also from top Should the enemy ships form a 'flock' or just fly by themselves what's the best 'powerup' pickup mechanics: to shoot it, or to pick it with the ship etc Implementing these details directly in Java (Android) is time consuming and as many of the 'hypotheses' will be rejected, I also don't want to invest a lot of time to code thigs, majority of which gonna be rejected. I found 'tool' Etoys http://www.youtube.com/watch?v=34cWCnLC5nM&feature=related and official website http://www.squeakland.org/ which helps to build 'prototype' quickly, but Etoys is meant for children learning programming and is too basic. SO MY QUESTION IS: Is there any prototyping tool, as simple as Etoys and with better prototype quality?

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  • How does flocking algorithm work?

    - by Chan
    I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we do an update (then draw), we check all the constraints on both three behaviors. And each behavior returns a Vector3 which is the "correct" orientation that an object should transform to. So my initial idea was /// <summary> /// Objects stick together /// </summary> /// <returns></returns> private Vector3 Cohesion() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object align /// </summary> /// <returns></returns> private Vector3 Align() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object separates from each others /// </summary> /// <returns></returns> private Vector3 Separate() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } Then I search online for pseudocode but many of them involve velocity and acceleration plus other stuffs. This part confused me. In my game, all objects move at constant speed, and they have one leader. So can anyone share me an idea how to start on implement this flocking algorithm? Also, did I understand it correctly? (I'm using XNA 4.0)

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  • Windows Azure and Server App Fabric &ndash; kinsmen or distant relatives?

    - by kaleidoscope
    Technorati Tags: tinu,windows azure,windows server,app fabric,caching windows azure If you are into Windows Azure then it would be rather demeaning to ask if you are aware of Windows Azure App Fabric. Just in case you are not - Windows Azure App Fabric provides a secure connectivity service by means of which developers can build distributed applications as well as services that work across network and organizational boundaries in the cloud. But some of you may have heard of another similar term floating around forums and blog posts - Windows Server App Fabric. The momentary déjà vu that you might have felt upon encountering it is not unheard of in the Cloud Computing circles - http://social.msdn.microsoft.com/Forums/en/netservices/thread/5ad4bf92-6afb-4ede-b4a8-6c2bcf8f2f3f http://forums.virtualizationtimes.com/session-state-management-using-windows-server-app-fabric Many have fallen prey to this ambiguous nomenclature but its not without a purpose. First announced at PDC 2009, Windows Server AppFabric is a set of application services focused on improving the speed, scale, and management of Web, Composite, and Enterprise applications. Initially codenamed Dublin the app fabric (oops....Windows Server App Fabric) provides add-ons like Monitoring,Tracking and Persistence into your hosted Workflow and Services without the Developer worried about these Functionalities. Alongwith this it also provides Distributed In-Memory caching features from Velocity caching. In short it is a healthy equivalent of Windows Azure App Fabric minus the cloud part. So why bring this up while talking about Windows Azure? Well, apart from their similar last names these powers are soon to be combined if Microsoft's roadmap is to be believed - "Together, Windows Server AppFabric and Windows Azure platform AppFabric provide a comprehensive set of services that help developers rapidly develop new applications spanning Windows Azure and Windows Server, and which also interoperate with other industry platforms such as Java, Ruby, and PHP." One of the most powerful features of the Windows Server App Fabric is its distributed caching mechanism which if appropriately leveraged with the Windows Azure App Fabric could very well mean a revolution in the Session Management techniques for the Azure platform. Well Microsoft, we do have our fingers crossed..... Read on... http://blogs.technet.com/windowsserver/archive/2010/03/01/windows-server-appfabric-beta-2-available.aspx

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  • CodePlex Daily Summary for Friday, June 07, 2013

    CodePlex Daily Summary for Friday, June 07, 2013Popular ReleasesASP.NET MVC Forum: MVCForum v1.3.5: This is a bug release version, with a couple of small usability features and UI changes. All the small amount of bugs reported in v1.3 have been fixed, no upgrade needed just overwrite the files and everything should just work.Json.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...Christoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!ZXMAK2: Version 2.7.5.3: - debugger: add LPC indicator (last executed opcode pc) - add host joystick support (written by Eltaron) - change file extension for CMOS PENTEVO to "cmos" - add hardware value monitor (see Memory Map for PENTEVO/ATM/PROFI)QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .VG-Ripper & PG-Ripper: VG-Ripper 2.9.42: changes NEW: Added Support for "GatASexyCity.com" links NEW: Added Support for "ImgCloud.co" links NEW: Added Support for "ImGirl.info" links NEW: Added Support for "SexyImg.com" links FIXED: "ImageBam.com" linksDocument.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsCarrotCake, an ASP.Net WebForms CMS: Binaries and PDFs - Zip Archive (v. 4.3 20130528): Features include a content management system and a robust featured blogging engine. This includes configurable date based blog post URLs, blog post content association with categories and tags, assignment/customization of category and tag URL patterns, simple blog post feedback collection and review, blog post pagination/indexes, designation of default blog page (required to make search, category links, or tag links function), URL date formatting patterns, RSS feed support for posts and pages...PHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 Magick.NET: Magick.NET 6.8.5.402: Magick.NET compiled against ImageMagick 6.8.5.4. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...New ProjectsAccountingTest: just to learn asp.net mvc 3 Agile Poker Cards for Windows Mobile: During a scrum or other agile processes, you have to estimate the size of a user story during a planning session. With the Agile Poker Cards program there is no need for using real cards anymore!Buildinator: Buildinator generates TFS Build definitions from an XML file, enabling canonical "templates" that make it easy to add or copy build definitions.Clipboard Capture Plugin: Captures an image in the clipboard and gives you more options to insert the image into Live WriterComercial HS: Commercial hsCommonExtranet: CommonExtranet is a basis for an Extranet web site with a user authentication mechanism that incorporates password aging and various features expected on a domain LogOnDataVeryLite: DataVeryLite is a lightweight *Persistence Framework*. DataVeryLite???????*?????*. ??????Nhibernate?????,??Linq to sql???????,?????DataVeryLite.daydayup: snd\realdamon_cpDNN Extension Url Providers: The DNN Extension Url Providers project contains installable extensions for extending DNN URL functionality.DotNetNuke Kitchen Sink: A sample module project for DotNetNuke with a variety of different scenarios covered.Football Team Management: Manage team, player, match and staffFreePiano: Play piano using your computer keyboard.GIF animator: Dev in progessI'm Feeling Lucky Plugin: Lets you put a link in that acts as though doing an I'm Feeling Lucky search.Insert Video Jnr: This is a baby version of my Video plugin, it is intended for Hosted Wordpress blogs only and shouldn't be used with other blog providers.jabbrmercurial: 22Kax.WebControls.RadioButtonList: Web Custom Control that extend RadioButtonList to allow uncheckable state.Kinect Screen Aware: Kinect Screen Aware uses a Kinect to detect touch, hover, gestures, and voice on a standard television display. It's designed to be low cost and easy to setuplppbop: Aplikasi Laporan Bantuan Operasional PendidikanmobiSms: mobismsnga: National Geography of AzerothRadminPassword: ????????? ??? ??????????????? ????? ??????? ? ????????? ????????? ?????????? ?????????? ?? Radmin. A program to automatically enter the passwords in the famous PC remote control software Radmin.Rx Heat: Rx Heat is a library of helper classes that complements the Reactive Extensions Library with additional features. Schema Generator: The basic idea behind this utility is to emit the database schema from an existing SQL Server database. From a developer perspective, it is sometimes very much handy to quickly take a printout of the database structure for creating the UI layout.SharePoint Packager: Perform the instalation, upgrade and retraction of Ms Sharepoint Applications fast, easy and efficientsmartTouch: :-)SpotifyLync: A small tray application that reports your Spotify status to your Microsoft Lync client. Alos contains additional Spotify / Lync features.Syngine: A simple to use game framework using MonoGame and Farseer Physicstest060601CM: testtestMC053003: testToSic.Eav: A powerfull EAV (Entity-Attribute-Value) system created by 2sic Internet Solutions in Switzerland. It's currently mainly used inside 2SexyContent for DotNetNukeTraceLight: <project name> TraceLight ray tracer </project name> <programming language> C# </programming language>trakr: minimalist webtracking software written in python and twistedTwitterXML: A .NET wrapper library for the Twitter REST API. Currently, all of the methods return an XMLDocument. Also included are classes for Users, Statuses, and Direct Messages that use XML serialization for converting the XML responses to objects with a Deserialize() call.Universal Parking Centre: Universal Parking Centre is a website-based software developed by Center Code to help you in organizing your parking business.Velocity OS: Be fast, Be strong. It's Velocity.WinKeGen Code Samples: This project will allow beginning developers a close look at some code samples and variations of how to use those samples in their own code.WinRT Synth lib: Project Description this project aims to provide an easy-to-use API, for sound synthesis under winrt, in c#. It use the XAudio2 api for the playback of the sounWpfCollaborative3D: WpfCollaborative3DX-Parking: Our online parking sites , try at : x-parking.pemrogramaninternet.infoYnote Plugins: Ynote Classic Plugins which help in transforming Ynote Classic into a powerful HTML / XML Editor or an IDE.

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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  • Clear edged sprite

    - by Ananth
    I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do. I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that tool, but I couldn't get the Sprite to be as clear as it should be. I can draw only in the below image http://i.imgur.com/KBe0L.png which has blunt edges. But I want it to be harder / clear outside edges as in http://i.stack.imgur.com/GrFlv.png. I am getting no idea to make it clear edged. The piece of code Im using is glEnable(GL_BLEND); [brush.texture setAliasTexParameters]; [brush setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; [brush visit]; I suspect the problem would be on blending mode. I tried some blending modes, but with no expected results. I am trying this for the past five days and so confused. Can some one help me sort this out? Thanks in advance.

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  • Should I make the Cells in a Tiledmap as null when my player hits it

    - by Vishal Kumar
    I am making a Tile Based game using Libgdx. I took the idea from SuperKoalio platformer demo by Mario Zencher. When I wanted to implement Collectables in my game , I simply draw the coins using Tiled Map Editor. When my player hits that, I use to set that cell as null. Someday on this site suggested me not to do so... never use null. I agreed. What can be any other way. If I am using layer.setCell(x,y) to set the cell to any other cell... even if an transparent one .. my player seems to be stopped by an invisible object/hurdle. This is my code: for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); try{ type = layer.getCell((int) tile.x, (int) tile.y).getTile().getProperties().get("tileType").toString(); } catch(Exception e){ System.out.print("Exception in Tiles Property"+e); type="nonbreakable"; } //Let us destroy this cell if(("award".equals(type))){ layer.setCell((int) tile.x, (int) tile.y, null); listener.coin(); score+=100; test = ""+layer.getCell(0, 0).getTile().getProperties().get("tileType"); } //DOING THIS GIVES A BAD EFFECT if(("killer".equals(type))){ //player.health--; //layer.setCell((int) tile.x, (int) tile.y, layer.getCell(20,0)); } // we actually reset the player y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (player.velocity.y > 0) { player.position.y = (tile.y - Player.height); } Is this a right approach? OR I should create separate Sprite Class called Coin.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • SOA Cloud and Service Technology Symposium December 4-5th 2013 in Mexico

    - by JuergenKress
    Do you want to attend the SOA; Cloud and Service Technology Symposium December 4-5th 2013 in Mexico? Please feel free to use the promotional code “Q14CB324” for a 50% discount. Here are the Conference presentations from Partners and Oracle: "Cloud Service Brokers" Jürgen Kress, Oracle, Rolando Carrasco, S&P Solutions "Fast Data - Delivering High-Velocity and Volume Big Data Business Value in Real Time" Robin Smith, Oracle, Robert Greene, Oracle "Unlocking the Value of Big Data" Raul Goycoolea Seoane, Oracle "Modeling Business Process Architecture on BPMN 2.0 and Decomposing it to Service Inventory" Jorge Heredia, Itehl Consulting "BPM and Dynamic/Adaptive Case Management - Friends or Foes?" Manas Deb, Oracle "Building SOA and MDM Solutions to Enable Cloud Adoption" Luis Weir, HCL, John Dunn, HCL "Secure Applications in the Cloud: Security & Privacy Patterns and Mechanisms" Ricardo Puttini, University of Brasília, Anderson Nascimento, University of Brasília "SOA, Data Grids, Mobile and Clouds - Where Next for SOA?" Matt Brasier, C2B2 Consulting LTD "Achieving Greater Responsiveness with BPM" Andre Boaventura, Oracle Do you want to meet the Oracle team at the conference? Please send us a message on twitter @soacommunity. Do you want to network at the conference? Please use the #soacommunity. For details and registrations please visit the conference website. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: SOA Symposium,Thmas Erl,Service Technolgy Symosium,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • Changes to talk/ytalk or alternative chat in the Linux terminal

    - by cascaval
    While looking for a piece of software that provides chat between 2 Linux server users logged in the terminal, I tried talk/ytalk. Unfortuntaley it provides chat between users on separate walls (each user has its own wall) and the messages lack timestamps. Is it possible to set it up so that at least timestamps are provided? Alternatively, is there any other software that could provide one wall on which users write messages prepended with time? Simple chat with messages listed in the order of submission would be ideal: 13:05:48 [bridgekeeper@...]: What is the air-speed velocity of an unladen swallow? 13:06:28 [cascaval@...]: What do you mean? An African or European swallow? I already tried wall and write but they don't fit the bill. OS: Debian 6.0

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  • The Evolution of Customer Experience in Retail - a study by Oracle and TCS

    - by Richard Lefebvre
    Two New Studies Point to the Direction Retailers are Taking in their CX Initiatives. Is it the Right Direction? The sheer velocity of change in retailing and customer behavior is forcing retailers to reinvigorate, expand and sharpen their vital Customer Experience (CX) strategies. Customers are becoming increasingly dynamic as they race to embrace the newest digital channels; shop in new ways on mobile devices, including smartphones and tablets, on the Web and in the store; share experiences socially; and interact with their preferred brands in new ways. Retailers are stepping up to their customers as they and their competitors create new modes of customer interaction. Underpinning these changes are vast quantities of customer data as customers flood digital channels and the social sphere. The informed retailer must now understand what their priorities are and what they should be for the future. To better understand this, Tata Consultancy Services (TCS) and Oracle independently launched CX-focused surveys to uncover what retailing leadership found important today. By comparing the results of these two studies together, we can further discover new insights about the industry. Click here to download this informative white paper.

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  • Frame Independent Movement

    - by ShrimpCrackers
    I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame independent movement because I don't understand what either of those threads are talking about. I'm following along with lazyfoo's SDL tutorials and came upon the frame independent lesson. http://lazyfoo.net/SDL_tutorials/lesson32/index.php I'm not sure what the movement part of the code is trying to say but I think it's this (please correct me if I'm wrong): In order to have frame independent movement, we need to find out how far an object (ex. sprite) moves within a certain time frame, for example 1 second. If the dot moves at 200 pixels per second, then I need to calculate how much it moves within that second by multiplying 200 pps by 1/1000 of a second. Is that right? The lesson says: "velocity in pixels per second * time since last frame in seconds. So if the program runs at 200 frames per second: 200 pps * 1/200 seconds = 1 pixel" But...I thought we were multiplying 200 pps by 1/1000th of a second. What is this business with frames per second? I'd appreciate if someone could give me a little bit more detailed explanation as to how frame independent movement works. Thank you.

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  • this.BoundingBox.Intersects(Wall[0].BoundingBox) not working properly

    - by Pieter
    I seem to be having this problem a lot, I'm still learning XNA / C# and well, trying to make a classic paddle and ball game. The problem I run into (and after debugging have no answer) is that everytime I run my game and press either of the movement keys, the Paddle won't move. Debugging shows that it never gets to the movement part, but I can't understand why not? Here's my code: // This is the If statement for checking Left movement. if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A)) { if (!CheckCollision(walls[0])) { Location.X -= Velocity; } } //This is the CheckCollision(Wall wall) boolean public bool CheckCollision(Wall wall) { if (this.BoundingBox.Intersects(wall.BoundingBox)) { return true; } return false; } As far as I can tell there should be absolutely no problem with this, I initialize the bounding box in the constructor whenever a new instance of Walls and Paddle is created. this.BoundingBox = new Rectangle(0, 0, Sprite.Width, Sprite.Height); Any idea as to why this isn't working? I have previously succeeded with using the whole Location.X < Wall.Location.X + Wall.Texture.Width code... But to me that seems like too much coding if a simple boolean check could be done.

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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