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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • How do I install the latest version of Mupen64?

    - by Uikri
    Alright, I can't figure out how to install Mupen64 on Ubuntu 12.04. I'm gonna be moving in ~2 days with no internet connection for an indefinite amount of time, so that's why I'm asking for answers here instead of figuring it out myself (I don't have time right now to sit and fiddle with figuring out emulators). I'd like to know how to properly install the latest version of Mupen64 (Stable. No beta or anything like that) and how to be able to use a controller with it. I've heard rumor that the latest version of M64 no longer has a GUI, but that there are ways to add a GUI to it after installation, so I'd also like to know how to add the Mupen64Py UI to it. I am not totally Ubuntu savvy. I do not know how to compile stuff from source, I don't necessarily know a lot of terminology, I'm not very handy with the terminal, etc. So it would be helpful if you explain each step in an easy to understand manner. Thanks in advance to anybody who helps out. EDIT: I've already seen How do I install mupen64plus?, just so you guys know. I just need instructions that are more detailed. Also, thanks for the edit, Jorge Castro! I guess I really should have properly formatted my question ^^;

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  • Twitter Tuesday - Top 10 @ArchBeat Tweets - June 3-9, 2014

    - by OTN ArchBeat
    The Top 10 tweets from @OTNArchBeat for the last seven days. RT @DBAKevlar: #EM12c rel4 is out! Woohoo!! Jun 3, 2014 at 10:36 AM Top 10 Arch Community Articles for May 2014 >> props to @markrittman @kevin_mcginley @porushh et al Jun 4, 2014 at 12:52 PM Architecture of Analytics: @markrittman @kevin_mcginley >> Free OTN Virtual Tech Summit - July 9 Jun 4, 2014 at 09:13 AM My Top 10 Tweets - May 27 - June 2 #ADF #Essbase #FusionApps #Goldengate #Kscope14 #WebLogic. Jun 3, 2014 at 10:27 AM Starting and Stopping a #JavaEE Environment when using Oracle #WebLogic | Rene van Wijk #oracleace Jun 5, 2014 at 11:00 AM Video: #KScope14 Preview: @DebraLilley never stops moving, never stops learning. Jun 3, 2014 at 11:19 AM The OTNArchBeat Daily is out! Stories via @oraclebase Jun 9, 2014 at 01:47 PM Where did my MDB concurrency go? | Eric Gross #weblogic Jun 9, 2014 at 08:48 AM Exalogic Tech tips and code samples from A-Team architect Andrew Hopkinson Jun 6, 2014 at 11:47 AM The OTNArchBeat Daily is out! Stories via @KentGraziano @DBAKevlar @dbasolved Jun 3, 2014 at 01:48 PM adf, essbase,

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  • How to Use Vim-Style Keyboard Shortcuts for OS X Tab Navigation

    - by The Geek
    After switching to OS X when I got a new MacBook Air, one of the first things I needed to duplicate was my extremely customized AutoHotkey setup — the most important of which is using the J and K keys to navigate throughout tabbed windows easily. Yeah, I’m a Vim user. I’ve never been a fan of having to use CTRL + TAB to switch from one tab to the next — to start with, you have to move your hands from the home row, and it’s awkward, and why should I have to do that just because somebody decided that keyboard shortcut before tabs became popular? If you think about it, if tabbed browsers were popular back when keyboard shortcuts were being invented, they would have definitely reserved some of the good shortcuts for switching tabs. On Windows, I’ve always used an AutoHotkey script to make things the way I wanted it:  ALT + J and ALT + K for selecting previous and next tabs. Once you get used to it, it’s extremely awesome, and so much faster than using CTRL + TAB. Of course, I also hacked CTRL + T and CTRL + W into ALT + T and ALT + W so I could open new tabs and close them without moving my hands from the home row. Over on OS X, it turns out that it’s incredibly simple and easy to use CMD + J and CMD + K for next/previous tab navigation, and it works in most applications that support tabs, like Terminal, Safari, or Google Chrome.    

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • Is it worth replacing mouse by standalone trackpad for heavy code-editing? [on hold]

    - by heltonbiker
    I recently got more interested in improving my tools, workspace and worflow. The first sting came with a sore finger due to a crappy keyboard, and then after some research I fell in love with the "mechanical keyboard is what you need" doctrine, bought one (cherry MX Brown if you're curious), and am very happy with the results. Currently I am replacing my previous text editor (Geany) with Sublime Text 3, and am also very happy and feeling much more powerful and professional :) Well, but while I re-read all the ancient debates about VIM vs whatever-else, the following excerpt from a blog post got me thinking again about the mouse vs keyboard, and the "moving around from the very home row" (in VIM) versus gesturing away with the tiny and unstable mouse cursor: Reaching for a mouse may indeed slow you down, but developers are commonly on machines where the trackpad is a micro-hand movement away. Most novice programmers can click on a character on screen faster than an expert Vimmer can type 20jFp; or LkEEE or /word or any other nasty way Vimmers have to use. The point of a mouse is to make arbitrary on screen jumps efficient, and it’s very good at doing that. Don’t you ever think you can beat a mouse. Well, although there is some bitterness in this statement, it makes a lot of sense, and EVEN MORE if you consider your direct input to be a TRACKPAD conveniently placed in front of your spacebar (which oddly is where I like to put my mouse, rotated 90° ccw, due to a serious tendonitis in my right shoulder, already healed, but you knod...). So, the question is: Has anyone replaced mouse by a standalone trackpad, to work in code editing in a desktop machine (that is, with a sandalone keyboard)? Was it worth the change?

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  • Is there a (family of) monotonically non-decreasing noise function(s)?

    - by Joe Wreschnig
    I'd like a function to animate an object moving from point A to point B over time, such that it reaches B at some fixed time, but its position at any time is randomly perturbed in a continuous fashion, but never goes backwards. The objects move along straight lines, so I only need one dimension. Mathematically, that means I'm looking for some continuous f(x), x ? [0,1], such that: f(0) = 0 f(1) = 1 x < y ? f(x) = f(y) At "most" points f(x + d) - f(x) bears no obvious relation to d. (The function is not uniformly increasing or otherwise predictable; I think that's also equivalent to saying no degree of derivative is a constant.) Ideally, I would actually like some way to have a family of these functions, providing some seed state. I'd need at least 4 bits of seed (16 possible functions), for my current use, but since that's not much feel free to provide even more. To avoid various issues with accumulation errors, I'd prefer the function not require any kind of internal state. That is, I want it to be a real function, not a programming "function".

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  • how to fully unit test functions and their internal validation

    - by Patrick
    I am just now getting into formal unit testing and have come across an issue in testing separate internal parts of functions. I have created a base class of data manipulation (i.e.- moving files, chmodding file, etc) and in moveFile() I have multiple levels of validation to pinpoint when a moveFile() fails (i.e.- source file not readable, destination not writeable). I can't seem to figure out how to force a couple particular validations to fail while not tripping the previous validations. Example: I want the copying of a file to fail, but by the time I've gotten to the actual copying, I've checked for everything that can go wrong before copying. Code Snippit: (Bad code on the fifth line...) // if the change permissions is set, change the file permissions if($chmod !== null) { $mod_result = chmod($destination_directory.DIRECTORY_SEPARATOR.$new_filename, $chmod); if($mod_result === false || $source_directory.DIRECTORY_SEPARATOR.$source_filename == '/home/k...../file_chmod_failed.qif') { DataMan::logRawMessage('File permissions update failed on moveFile [ERR0009] - ['.$destination_directory.DIRECTORY_SEPARATOR.$new_filename.' - '.$chmod.']', sfLogger::ALERT); return array('success' => false, 'type' => 'Internal Server Error [ERR0009]'); } } So how do I simulate the copy failing. My stop-gap measure was to perform a validation on the filename being copied and if it's absolute path matched my testing file, force the failure. I know this is very bad to put testing code into the actual code that will be used to run on the production server but I'm not sure how else to do it. Note: I am on PHP 5.2, symfony, using lime_test(). EDIT I am testing the chmodding and ensuring that the array('success' = false, 'type' = ..) is returned

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • Impact of Service Oriented Architecture (SOA) on Business and IT Operations

    The impact of Service Oriented Architecture (SOA) on business and IT operations varies from company to company. I think more and more companies are starting to view SOA as just another technology that they can incorporate in an existing or new system. One of the driving factors in using SOA is the reduction in maintenance costs and decrease in the time needed to bring products to market. The reductions in costs, and reduced turnaround time can be directly converted in to increased profitability due to less expenditures that are needed in order to maintain or create new systems. My personal perspective on SOA is that it is great for what it is actually intended to do. SOA allows systems to be distributed across networks or even the world while ensuring enterprise processing consistency, data integrity and preventing code duplication. This being said a lot of preparation and work goes into properly designing and implementing an SOA especially if an enterprise wants to take full advantage of its benefits. Even though SOA has recently gotten a lot of hype about its benefits it does not a perfect fit for all situations. At the end of the day SOA is just another tool in my tool belt that I can pull from to create solutions that meet the business’s needs. Based on current industry trends SOA appears to be a very solid technology to use moving forward, especially as more and more companies shift towards cloud based computing. It is important to remember that SOA is one of many technologies that can be used in creating business solutions and I think more time will be spent in the future evaluating if SOA is the right technology for a solution once the initial hype of SOA has calmed down.

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  • Interesting fault attempting to install Ubuntu 12.0.4.3 OR 13.10 on MSI GS70 2OD-001US

    - by cjaredrun
    Attempting to install Ubuntu on an MSI GS70 2OD-001US notebook pre-installed with Windows 8. For the record this is what I have attempted: All cases were attempted with Ubuntu 12.0.4.3 AND 13.10 images via USB drives Case 1 - Attempt no changes and simply boot from USB Result: It seems to want to work initially. The Ubuntu logo pops up and the dots start moving. After a few seconds the dots freeze and this screen is shown: http://i.imgur.com/C7pyMRk.jpg Case 2 - Start playing with BIOS - In Windows turning off fast boot - In BIOS turning off Secure boot - In BIOS turning off UEFI and selecting LEGACY Result: Brought to a black screen with a - blinking at me. Case 3 - Alternating BIOS settings - In Windows turning off fast boot - In BIOS turning off Secure boot - in BIOS turning off UEFI and selecting UEFI with CSM Result: Brought to a black screen no other indication of change. It's pretty frustrating to feel locked out of a laptop that I have paid good money for, I'm sure I am not alone in that case. It does however appear that there has been some success, so I am hopeful that someone might be able to help me. FYI: Dual booting is not necessary for me, if that helps at all... I'm not sure if this is a reasonable option, but if I completely wipe clean the hdds, no particle of Windows at all, would this still be a problem? Also would opening up the laptop and replacing the HDDS with brand new ones be a solution as well? Thanks for any input or suggestions.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • 724% Return on an SFA project with Oracle Sales Cloud and Marketing Cloud combined!

    - by Richard Lefebvre
    Oracle Sales Cloud and Marketing Cloud customer Apex IT gained just that?a 724% return on investment (ROI) when it implemented these Oracle Cloud solutions in its fast-moving, rapidly-growing business. Apex IT was just announced as a winner of the Nucleus Research 11th annual Technology ROI Awards. The award, given by the analyst firm, highlights organizations that have successfully leveraged IT deployments to maximize value per dollar spent. Fast Facts: Return on Investment – 724% Payback – 2 months Average annual benefit – $91,534 Cost : Benefit Ratio – 1:48 Business Benefits In addition to the ROI and cost metrics the award calls out improvements in Apex IT’s business operations—across both Sales and Marketing teams: Improved ability to identify new opportunities and focus sales resources on higher-probability deals Reduced administration and manual lead tracking—resulting in more time selling and a net new client increase of 46% Increased campaign productivity for both Marketing and Sales, including Oracle Marketing Cloud’s automation of campaign tracking and nurture programs Improved margins with more structured and disciplined sales processes—resulting in more effective deal negotiations Read the full Apex IT ROI Case Study. You also can learn more about Apex IT’s business, including the company’s work with Oracle Sales and Marketing Cloud on behalf of its clients. You can point your prospects and customers to the CX blog for a similar recap of the Apex IT award and a link to the Case Study.

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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • Do you feel bad when you have to learn new things?

    - by tactoth
    New thing is not always cool. I see many people say they are very bored by doing the similar things day after day. For me it's the opposite - I'm always learning something new. During the last one and a harf year, nearly every two months I need to do lots of researches on a totally new topic: RTMP, MP4, SIP, VNC, Smooth streaming, ..., I have to read lots of specifications, download tones of open source projects to understand concepts, and turn them into my runnable code. And it was so bad! My brain has never been very sure and very familiar with anything, and when it's close to be sure and familiar, it'll have to switch to next thing. I kind of envy people who build upper level applications because they can be very focusing, and their knowledge set includes most things their job requires. Everything is quite measurable, direct and straightforward. Have you ever had the similar feeling? I'm thinking of asking my boss to assign me some other piece of work so that I work like moving forward on a broad road instead of figuring out a way in the dark, I think it'll be more relaxing, any suggestion?

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  • Spring Cleaning

    - by Tim Dexter
    I recently got a shiny new laptop; moving my shiz from old to new, was not the nightmare it used to be. I have gotten into the habit of using a second hard drive in the media bay where the CDROM normally sits. That drive contains my life's work with BIP. I can pull it out and plug it into another machine very easily. I have been sorting through some old directories and files, archiving some, sharing others with colleagues. For instance, a little dated but if you were looking for a list of Publisher reports available in EBS R12.1, here it is. Im trying to track down a more recent R12 instance and will re-post the document. I also found another gem; its a little out there in terms of usefulness but Im sharing it none the less. You can embed, locally or remotely reference SVG graphics (in XML format) and bring the images into the BIP outputs. Template and sample data here. A nice set of templates showing page number control and page suppression - they will need some explanation, so I'll save them for another post. The list goes on but I'll save them for later. Back to the clean up!

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • What's the right/standard way of achieving separation of concerns?

    - by Ghanima
    Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much time as needed to make sure that I have the basics right before moving on to something bigger. I have medium programming experience but I realize making games is a different thing. I find myself wondering many things like should this be in a separate class? Should this module handle this stuff or is it better to let other modules have that kind of functionality? For example, the bouncing of a ball in pong, right now is handled in the ball module, but maybe it's better that some other module did it. Right now I have different modules: one for the graphics, one for the game logic, and others for the objects (depending on the kind of movement required, not all the objects are alike). I know I am asking a lot, any tips you have will be very much appreciated. Short question: What's the right or standard way of separating the modules? What have you found most effective? Is it enough to just keep the drawing (graphics) and the logic separate? Is it necessary to have a lot of classes? (for example for the objects in the game, to handle the movement, etc)

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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