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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • Convenient practice for where to place images?

    - by Baumr
    A lot of developers place all image files inside a central directory, for example: /i/img/ /images/ /img/ Isn't it better (e.g. content architecture, on-page SEO, code maintainability, filename maintainability, etc.) to place them inside the relevant directories in which they are used? For example: example.com/logo.jpg example.com/about/photo-of-me.jpg example.com/contact/map.png example.com/products/category1-square.png example.com/products/category2-square.png example.com/products/category1/product1-thumb.jpg example.com/products/category1/product2-thumb.jpg example.com/products/category1/product1/product1-large.jpg example.com/products/category1/product1/product2-large.jpg example.com/products/category1/product1/product3-large.jpg What is the best practice here regarding all possible considerations (for static non-CMS websites)? N.B. The names product1-large and product1-thumb are just examples in this context to illustrate what kind of images they are. It is advised to use descriptive filenames for SEO benefit.

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  • Isometric projection bad coordonate

    - by Christophe Debove
    I have a 2D map, for each element I apply this isometric projection to place my Sprite //Element e; float[] f= projection(e.getX(), e.getY() ,z); // x and y represent Sprite Coordonate (tile_width and height depend of my // camera size and the number of elements in x and in y float x = f[0]*tile_width; float y = f[1]*tile_height; public float[] projection(float x, float y, float z) { return new float[]{ (( x )-(y) ) , ((x/2) + (y/2) - z )}; } the sprite for one element : The result of my projection : The problem is I need to add an offset of tile_height/2 to the y and tile_width/2 to the x to have something like this (in the red rectangle I drawed with paint what I want) : Where did I make wrong? (I found the projection method in How should I sort images in an isometric game so that they appear in the correct order? )

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • Issues with web hosting at home

    - by hari
    I want to host a small personal website at home. One basic problem I am hitting is, From inside home network, I cannot access my domain name. I have to use the local ip (something like 192.168.1.4) to access the website. This ip is the desktop which is hosting the website. Because of this mapping, I have issues setting up a simple wordpress blog on it too. How do I get past this issue? edit:0 when I try to access www.example.com (my domain) from within my home network, I get redirected to my router login. PS: 1) I am using dyndns service to map my non-static ip to my domain name. 2) My portforwarding works fine.

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  • Google I/O 2010 - Cloud computing for geospatial apps

    Google I/O 2010 - Cloud computing for geospatial apps Google I/O 2010 - Unleash your map data: Cloud computing for geospatial applications Geo 101 Tom Manshreck The Google Maps API made geospatial development accessible to all but hosting your data remains complex and time consuming. This session will detail the services Google offers for storing your geospatial data in the cloud, illustrate the ways in which that data can be accessed and visualized, and walk through development of a retail store finder using these technologies. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 322 0 ratings Time: 40:22 More in Science & Technology

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • errors with libosmscout [migrated]

    - by Katlego Moukangwe
    I am using the libosmscout library for routing and I get the following error when I run the Routing demo; Routing . 169639811 169639816 169639831 253045594 //Running the routing demo with the map in the current directory. Cannot get start way! There was an error while calculating the route! I think It might be during the import stage since I get the following warnings; !! Cannot resolve way member 28693141 for relation 28322 boundary_administrative Mecklenburg-Vorpommern !! Cannot resolve way member 152675051 for relation 28936 boundary_administrative Bergedorf !! Cannot resolve way member 26496646 for relation 28964 boundary_administrative Harburg (Hamburg) !! Node 323985058 of way 135078286 cannot be joined with any other way of the relation 1817154 Neuenkirchen WW Multipolygon relation 2136137 has conflicting types for outer boundary (place_island vs. boundary_administrative) !! Cannot resolve way member 162656856 for relation 2174826 landuse_forest

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • Drawing an outline around an arbitrary group of hexagons

    - by Perky
    Is there an algorithm for drawing an outline around around an arbitrary group of hexagons? The polygon outline drawn may be concave. See the images below, the green line is what I am trying to achieve. The hexagons are stored as vertices and drawn as polygons. Edit: I've uploaded images that should explain more. I want to favour convex hulls because it's conveys an area of control more quickly. Each hexagon is stored in a multidimensional array so they all have x and y coordinates, I can easily find adjacent hexagons and the opposite vertex, i.e. adjacentHexagon = getAdjacentHexagon( someHexagon, NORTHWEST ) if there isn't a hexagon immediately adjacent it will continue to search in that direction until it finds one or hits the map edges.

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • Different ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very differently than most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came from my love of map and reduce in python - while not exactly the same thing, the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language; that allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Discussion of a Distributed Data Storage implementation

    - by fegol
    I want to implement a distributed data storage using a client/server architecture. Each data item will be stored persistently in disk in one of several remote servers. The client uses a library to update and query the data, shielding the client from its actual location. This should allow a client to associate keys (String) to values(byte[]), much as a Map does. The system must ensure that the amount of data stored in each server is approximately the same. The set of servers is known beforehand by other servers and clients. Both the client and the server will be written in Java, using sockets, threads, and files. I open this topic with the objective of discussing the best way to implement this idea, assuming simplicity, what are the issues of this implementation, performance measurements and discussion of the limitations.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • ArchBeat Link-o-Rama for 2012-06-05

    - by Bob Rhubart
    Why is enterprise software often so complicated? | Rajesh Raheja rraheja.wordpress.com Rajesh Raheja shares "a few examples of requirements that lead to creation of complex platform infrastructures that up the complex enterprise software." Educause Top-Ten IT Issues - the most change in a decade or more | Cole Clark blogs.oracle.com Cole Clark discusses why "higher education IT must change in order to fully realize the potential for transforming the institution, and therefore it's people must learn new skills, understand and accept new ways of solving problems, and not be tied down by past practices or institutional inertia." Oracle VM RAC template - what it took | Wim Coekaerts blogs.oracle.com Wim Coekaerts shares an example that shows how easy it is to deploy a complete Oracle RAC cluster with Oracle VM. Oracle Cloud and Oracle Platinum Services Announcements oracle.com Featuring Larry Ellison and Mark Hurd. Wednesday, June 06, 2012. 1:00 p.m. PT – 2:30 p.m. PT Creating an Oracle Endeca Information Discovery 2.3 Application Part 1 : Scoping and Design | Mark Rittman www.rittmanmead.com Oracle ACE Director Mark Rittman launches a new series that dives into "the various stages in building a simple Oracle Endeca Information Discovery application, using the recent Endeca Information Discovery 2.3 release." Introducing Decision Tables in the SOA Suite 11g | Lucas Jellama technology.amis.nl Oracle ACE Director Lucas Jellema demonstrates how "the decision table can be put to good use to implement the business logic behind the classical game of Rock, Paper and Scissors." Application integration: reorganise, recycle, repurpose | Andrew Clarke radiofreetooting.blogspot.com "Integration is a topic which is in everybody's baliwick," says Oracle ACE Andrew Clarke. "The business people want to get the best value from their existing IT investments. The architects need to understand the interfaces between the silos and across the layers. The developers have to implement it." Using XA Transactions in Coherence-based Applications | Jonathan Purdy blogs.oracle.com Purdy shares "a few common approaches when integrating Coherence into applications via the use of an application server's transaction manager." Thought for the Day "The difficulty lies, not in the new ideas, but in escaping from the old ones..." — John Maynard Keynes (June 5, 1883 - April 4, 1946) Source: Quotations Page

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  • Howto overlay subtitles onto video using avconv?

    - by hatterman
    I am using the following script to overlay a dvdsub stream and a video stream; avconv -i input.mkv -i subtitles.sub -filter_complex "[0:v:0][1:s:0]overlay[vid]" -map "[vid]" -s hd720 -sws_flags lanczos -vcodec libx264 -crf 20 -preset medium ~/Desktop/test.mkv I get the following error ; Stream specifier ':s:0' in filtergraph description [0:v:0][1:s:0]overlay[vid] matches no streams. No matter what I do I just cannot get this to work. Can any one tell me how to 'burn-in' subtitles using avconv (or ffmpeg) ?

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  • How to shift development culture from tech fetish to focusing on simplicity and getting things done?

    - by Serge
    Looking for ways to switch team/individual culture from chasing latest fads, patterns, and all kinds of best practices to focusing on finding quickest and simplest solutions and shipping features. My definition of "tech fetish": Chasing latest fads, applying new technologies and best practices without considering product/project impact, focusing on micro optimization, creating platforms and frameworks instead of finding simple and quick ways to ship product features. Few examples of culture differences: From "Spent a day on trying to map database query with five complex joins in NHibernate" to "Wrote a SQL query and used DataReader to pull data in" From "Wrote super-fast JSON parser in C++" to "Used Python to parse JSON response and call C++ code" From "Let's use WCF because it supports all possible communication standards" to "REST is simple text-based format, let's stick with it and use simple HTTP handlers"

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Common mistakes made by new programmers without CS backgrounds [on hold]

    - by mblinn
    I've noticed that there seems to be a class of mistakes that new programmers without CS backgrounds tend to make, that programmers with CS backgrounds tend not to. I'm not talking about not understanding source control, or how to design large programs, or a whole host of other things that both freshly minted CS graduates and non-CS graduates tend to not understand, I'm talking about basic mistakes that having a CS background will prevent a programmer from making. One obvious and well trod example is that folks who don't have a basic understanding of formal languages will often try to parse arbitrary HTML or XML using regular expressions, and possibly summon Cthulu in the process. Another fairly common one that I've seen is using common data structures in suboptimal ways like using a vector and a search function as if it were a hash map. What sorts of other things along these lines would you look out for when on-boarding a batch of newly minted, non-CS programmers.

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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