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  • Digital Blue Digital Movie Creator 3.0 driver

    - by user27977
    I'm having a complete 'mare of a time trying to use my schools Digital Blue cameras. We've got the model 3 ones, but can't find the driver disc and using the Windows Hardware Installation Wizard gets me no where! Can you help me to find the driver? When I've used it at my old school it had a piece of software called the Digital Movie Creator, which I've heard you can use to make stop-motion films, which is what I want to do! This is what it looks like http://www.amazon.co.uk/Digital-Movie-Creator-1GB-Card/dp/B000LP30LA/ref=sr_1_2?ie=UTF8&s=software&qid=1265928833&sr=1-2

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  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Scientists Demonstrate First-Person Shooter Games Improve Vision

    - by Jason Fitzpatrick
    Need an excuse to log a few more hours playing Call of Duty or Medal of Honor? Scientists demonstrated improved vision in test subjects after daily doses of first-person shooter games. Scientists at McMaster University took subjects who, as the result of surgery correcting congenital cataracts, had less than 20/20 vision. Subjects played Medal of Honor for a total of 40 hours over the course of 4 weeks before having their vision retested. The results? The CBC reports: The participants found improvements in detail, perception of motion and in low contrast settings. In essence, players could now read about one to one-and-a-half more lines on an optometrist’s eye chart. “We were thrilled,” Lewis said. “It’s very exciting to open up a new world of hope for these people.” How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Microsoft Researchers shows off best Touch Screen ever made. Better than Apple touch screens!

    - by Gopinath
    All the touch devices we have in market today like iPads, iPhones, Samsung tablets and phones, etc.  have a very small issue – 100 milliseconds of lag. The lag is the amount of time a touch device takes to respond after you touch the device. The 100 milliseconds of lag may not be an issue when you are tapping and swapping the interface elements on a device, but they are apparent when you wing your finger around the screen faster. For example if you use any painting app, the lag is very obvious and screen responds slowly than an artist can paint with his finger. Researchers at Microsoft labs came out with a prototype of touch device that drastically cuts down the 100 milliseconds of lag time to just 1 millisecond. That’s 100 times faster than today’s touch screen devices. Check out the video embedded below for a demo of new touch screen. Over at TechCrunch, Chris Velazco says: The difference is staggering, especially when Dietz trots out the slow-motion footage. With the delay between touch input and screen response slashed by orders of magnitude, a device that sports the sort of super-low-latency Dietz envisions has the potential to feel far more (for lack of a better term) natural than its brethren. There’s zero delay when you slide a checker across a board, for example, and bringing that sort of instantaneous feedback to the many screens in our lives could help to bridge the gap between operating a bit of software and the feeling of interacting with objects.   It will be great boost to Microsoft’s tablet strategy if they succeed in bringing this research into mass market and allow it’s partners to use the technology on Windows 8 tablets.

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  • How to recover broken MJPEG AVI file after a camera crash

    - by Jam K
    I was recording a video when my KODAK EASYSHARE M531 Digital Camera fell to the ground and turned off. When i turned it on nothing happened to the camera but the video file is somehow broken. Obviously the camera did not have time to convert and close it properly. $file myvid.avi myvid.AVI: data where it should be: another_vid.AVI: RIFF (little-endian) data, AVI, 640 x 480, ~30 fps, video: Motion JPEG, audio: uLaw (stereo, 12000 Hz)` I would like to fix my video which I believe needs to be converted to AVI. Any idea? VLC does not play the file and returns: could not determine type of stream

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  • Google Glasses–A new world in front of your eyes

    - by Gopinath
    Google is getting into a whole new business that would help us to see the world in a new dimension and free us from all gadgets we carry we today. Google Glasses is a wearable tiny computer that brings information in front of your eyes and lets you interact with it using voice commands. It’s a kind of glasses(spectacles) that you can wear to see and interact with the world in a new way.  With Google Glasses, for example you can look at a beautiful location and through voice you can instruct it to capture a photograph and share it to your friends. You don’t need a camera to capture the beautiful scene, you don’t need an App to upload and share it.  All you need is just Google Glasses By the way these glasses are not heavy head mountable stuff, they are very tiny one and look beautiful too. Check out the embedded video demo released by Google to see them in action and for sure you are going to be amazed.   Last year December 9 to 5 Google posted details about this secret project and NY Times says that these glasses would be available to everyone at affordable cost, anywhere between $250 and $600. It is powered by Android OS and the contains a GPS, motion sensor, camera, voice input & output devices. Check out Project Glass for more details.

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  • Play Updated Retro Arcade Games for Free Courtesy of Microsoft

    - by Jason Fitzpatrick
    As part of a promotion for Internet Explorer 10, Microsoft comissioned Atari to update several classic retro games from the arcade and the Atari consoles. Fortunately for those of us looking for a retro gaming fix, you can play the games in any HTML5-enabled browser. While game play is really smooth on most games there are a few little quirks that using Internet Explorer 10 does take care of. First, if you’re not on IE10, you’ll see a little advertisement before you begin playing each game. Second, some games call on some of the new touch/motion variable functionality built into IE10 for the Windows 8 tablet experience and they’ll stall out when they reach the point in the game they need to call that variable. That said, we played quite a few games without any hiccups at all. Hit up the link below to play classics like Asteroids, Lunar Lander, Pong, Super Breakout, and more. Atari IE10 Promo Gallery [Atari] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Are these components compatible and are there any significant bottlenecks?

    - by Tom Gullen
    I'm trying to buy a new pc, for software dev and a bit of gaming. I already have a 500gb HDD , and a PCI sound card I want to use as well. Is all this stuff compatible, and will it all work together and are there any significant bottlenecks? Case, Mobo and PSU "Primo Motion" AMD 880G DDR3 Ready Barebones (Socket AM3) http://www.overclockers.co.uk/showproduct.php?prodid=FS-268-OK&groupid=43&catid=1817&subcat= SSD 64GB Crucial RealSSD C300 64GB 2.5" SATA 6Gb/s Solid State Hard Drive http://www.overclockers.co.uk/showproduct.php?prodid=HD-007-CR&groupid=1657&catid=1660&subcat=1668 CPU AMD Phenom II X6 Six Core 1090T Black Edition 3.20GHz (Socket AM3) http://www.overclockers.co.uk/showproduct.php?prodid=CP-266-AM&groupid=701&catid=6&subcat=1944 RAM 8GB Corsair Vengeance 8GB (2x4GB) DDR3 PC3-15000C9 1866MHz Dual Channel Kit http://www.overclockers.co.uk/showproduct.php?prodid=MY-292-CS&groupid=701&catid=8&subcat=1387 Graphics XFX ATI Radeon HD 5770 1024MB GDDR5 PCI-Express Graphics Card http://www.overclockers.co.uk/showproduct.php?prodid=GX-149-XF

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  • Whats after the iPAD?? check out the new Augmented Reality Glasses

    - by Stephen Slade
    Everyone loves their new iPad! The rich features, portability, plethora of apps and ease of use make this the new clipboard on the factory floor or electronic notebook for meetings. But how many business people walk into an hours meeting and really start typing notes on their PC?..yes some do, but for the general business public there are new technologies coming down the road. The iPad is the latest holla-hoop; and the next gen device I feel is the Augmented Reality Glasses. Your glasses will be your screen, have an earpiece, be wireless enabled, your smart watch be your electronics and maybe your belt can be an extended battery pack.  I'm anxious to test one of these. The TELEGRAPH writes:  "Android software is believed to power the gadget, enabling similar features to its smartphone and tablets. A 3G /4G data connection, motion sensors and GPS navigation are believed to be included in the device's capabilities. The augmented-reality glasses are the culmination of a two-year initiative called Project Glass, developed in the clandestine Google X lab, ..in Mountain View, ...The New York Times suggested they could cost between $250-$500 " http://www.telegraph.co.uk/technology/news/9187547/Google-unveils-augmented-reality-glasses.html

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  • Kinect will recognise your finger movement

    - by Boonei
    Sources inside Microsoft suggest they MS guys are tying to improve motion controller. This could be a huge boost to gaming. There are quite a few things that we can do with our fingers when playing games like driving, shooting,sports etc. If fingers are captured then  XBox will give more realistic version of our avatar. Eurogamer has also suggested the same according to their sources. It would be only(mostly) a software update and would not require a new camera, because the USB controller interface currently in place in Kinect can take in data up-to 35MBps. The current utilization is only around roughly 1/2 of it. So there is currently a facility to send more data. Little more tech data, Kinect does transmit 320×240-pixel in 30 fps, if the device could capture and transfer at 640×480 pixels, then better resolution can detect more movements compared to current level of detection. Lets wait and watch ! This article titled,Kinect will recognise your finger movement, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • Roll a DIY Camera Jib for $25

    - by Jason Fitzpatrick
    Video gear is expensive; save your pennies by building a DIY camera jib for smooth camera movement on a budget. Over at Oliva tech they explain just how few parts you need to build their DIY jib: The guys here at the studio mocked up a simple DIY jib that is not only ridiculously inexpensive to piece together, but also very straight forward. The point of this jib was to get a very wide range of motion from top to bottom with only a few feet of 0.75? square tube, 1? angled aluminum, 1/4? nuts and bolts, and nylon washers is all you’ll need to put the jib together. This light weight jib can be used on small portable tripods, but will require a fluid head for panning left and right. Hit up the link below for a detailed parts list and build guide. How to Make a DIY Camera Jib [via Make] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Streaming Flash Video - getting my feet wet

    - by Travis
    I'm working on a project that will involve having a couple thousand short videos online. I haven't done anything with online video before and this is all a bit new to me, so I am looking for some general advice... I would like to use Flowplayer, and I would like to encode the videos as H264s. I am enamoured with Flowplayer's slow motion feature, which if I understand correctly, is only available using a Wowza server. I'm wondering: Is it advisable to use a delivery network of some sort? (Flowplayer seems to have a partnership with HDDN, and recommends them. http://www.hddn.com/) Or would I be better off purchasing Wowza and installing it on our own server? (At first glance, it looks as though signing up with a network like HDDN is much simpler, but perhaps there are problems that come along with this...?) Any tips / warnings of imminent peril would be much appreciated. Thanks in advance.

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  • Using orientation to calculate position on Windows Phone 7

    - by Lavinski
    I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for a orienation of the device to correlate directly to a position. Such that tilting the phone forward and to the left represents the top left position and back to the right would be the bottom right position. Photos to make it clearer (the red dot would be the calculated position). Forward and Left Back and Right Now for the tricky bit. I also have to make sure that the values take into account left landscape and right landscape device orientations (portrait is the default so no calculations would be needed for it). Has anyone done anything like this? Notes: I've tried using the yaw, pitch, roll and Quaternion readings. Sample: // Get device facing vector public static Vector3 GetState() { lock (lockable) { var down = Vector3.Forward; var direction = Vector3.Transform(down, state); switch (Orientation) { case Orientation.LandscapeLeft: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(-rightAngle)); case Orientation.LandscapeRight: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(rightAngle)); } return direction; } }

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  • App to make a video from photos?

    - by chtfn
    I was wondering what could be a good app (with a GUI ;) ) for making a video from a bunch of photos or images, to create a time-lapse video, or a stop-motion animation, or even a video like this one. The idea is to set a really small time between each photo, but also to be able to change this time every so often, or add some effects, to make the succession smoother in particular. What would be perfect is a function that allows automatic cropping of the photos as well as exposure adjustment so they all have the same background and so the time-lapse video looks smoother. I know about the slide show app "Imagination" but the interval can not go under one second. Cheers! Edit: here is my progress, also thanks to the first answer: I tried Luciole, it is really simple and promessing, but pretty buggy, and I only could export an average video in .dv format (mpg2 and avi don't work). Apparently, it has difficulties when changing the fps. I also tried StopMotion: also pretty buggy, I had to go into preferences and modify the encoding commands to get a result, but it's the best result I got so far. But none of those has effects to make transitions smoother... I tried several diaporama apps: Imagination doesn't handle more than 1 image per second; PhotoFilmStrip (repo version and latest version from website): same problem even though you can go down to 0.1 second per image, it still behaves wierdly (going back to 1 second automatically); Videoporama: doesn't start at all on 12.04. Any other idea, folks?

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  • Jumping with Mecanim synchronization

    - by Abhishek Deb
    I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system. What I really want:When I press Space bar, the character should jump up in the air, triggering an animation clip and then by the time it reaches the ground, the animation clip should also end. What actually is happening:When I press Space bar, the character jumps in the air. Animation clip plays as it should, but ends way before it reaches the ground. So, it looks like he is running in the mid air. What have I done: I have this humanoid robot setup with a jump animation bounded with the space bar key. Also, instead of using root motion, I am directly moving the robot from code. //Jumping if(Input.GetKeyDown(KeyCode.Space)){ rigidbody.AddForce(Vector3.up*jumpVelocty); anim.SetBool("Jump",true); } else anim.SetBool("Jump",false); Character's Details: Rigidbody = Mass:30, Freeze rotaion:x,y,z Capsule Collider = Material: metal, center(0,4.5,0), radius:1, height:11 Script = jumpVelocity:20000 Jump Animation Clip: ~ 2 seconds. I am really out of ideas how to synchronize everything. Should I make the character jump in some other way so that it quickly comes down and touches the ground to match the animation clip? If yes, please provide a direction.

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  • EEE PC 701/4G Surf Internal Drive: Is it really SSD?

    - by Bart Silverstrim
    I have an old EEE PC with the 4 Gig internal drive. Everything I've read keeps saying it's an SSD drive; running lshw tells me that it's an ATA disk, Silicon Motion SM. The thing seems to be rather slow, though. I know it has a 900 Mhz Celeron processor and only 512 meg of RAM, but it seems like drive access is slow even for those specs. Does anyone know if it really has an SSD drive? I thought that compared to regular hard disks SSD's were blazing fast, and this feels like and acts like it's pulling from something more akin to an internal USB memory stick.

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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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  • Move a 2D square on y axis on android GLES2

    - by Dan
    I am trying to create a simple game for android, to start i am trying to make the square move down the y axis but the way i am doing it dosent move the square at all and i cant find any tutorials for GLES20 The on draw frame function in the render class updates the users position based on accleration dew to gravity, gets the transform matrix from the user class which is used to move the square down, then the program draws it. All that happens is that the square is drawn, no motion happens public void onDrawFrame(GL10 gl) { user.update(0.0, phy.AccelerationDewToGravity); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Re draws black background GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, user.SquareVB);//triangleVB); GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glUniformMatrix4fv(maPositionHandle, 1, false, user.getTransformMatrix(), 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } The update function in the player class is public void update(double vh, double vv) { Vh += vh; // Increase horrzontal Velosity Vv += vv; // Increase vertical velosity //Matrix.translateM(mMMatrix, 0, (int)Vh, (int)Vv, 0); Matrix.translateM(mMMatrix, 0, mMMatrix, 0, (float)Vh, (float)Vv, 0); }

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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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  • 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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  • Why is my model's scale changing after rotating it?

    - by justnS
    I have just started a simple flight simulator and have implemented Roll and pitch. In the beginning, testing went very well; however, after about 15-20 seconds of constantly moving the thumbsticks in a random or circular motion, my model's scale begins to grow. At first I thought the model was moving closer to the camera, but i set break points when it was happening and can confirm the translation of my orientation matrix remains 0,0,0. Is this a result of Gimbal Lock? Does anyone see an obvious error in my code below? public override void Draw( Matrix view, Matrix projection ) { Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo( transforms ); Matrix translateMatrix = Matrix.Identity * Matrix.CreateFromAxisAngle( _orientation.Right, MathHelper.ToRadians( pitch ) ) * Matrix.CreateFromAxisAngle( _orientation.Down, MathHelper.ToRadians( roll ) ); _orientation *= translateMatrix; foreach ( ModelMesh mesh in Model.Meshes ) { foreach ( BasicEffect effect in mesh.Effects ) { effect.World = _orientation * transforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public void Update( GamePadState gpState ) { roll = 5 * gpState.ThumbSticks.Left.X; pitch = 5 * gpState.ThumbSticks.Left.Y; }

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  • How to get started setting up IP security cameras

    - by dave
    I have just finished renovating my house. As part of the job, I have cat6 cable run through the house, including two external plugs. All cables terminate in the same location. My rough plan is to plug two IP cameras to monitor the front and rear, run POE from a central router to the two external cameras, plug my PC into the same router and run magic software X. Any machine plugged into the router or wirelessly connection should then be able to get a live feed and alerts based on motion detection. That's the plan, but I'm not sure how possible it is. What hardware to get and what monitoring software to get. Has anyone does something similar? What were your experiences?

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