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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Rotate around the centre of the screen

    - by Dan Scott
    I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating around the position.X of camera, not sure) If you look at these two images: http://imgur.com/E9qoAM7,5qzyhGD#0 http://imgur.com/E9qoAM7,5qzyhGD#1 The first one shows how the camera is normally, and the second shows how I want the level to look when I would rotate the camera 90 degrees left or right. My camera: public class Camera { private Matrix transform; public Matrix Transform { get { return transform; } } private Vector2 position; public Vector2 Position { get { return position; } set { position = value; } } private float rotation; public float Rotation { get { return rotation; } set { rotation = value; } } private Viewport viewPort; public Camera(Viewport newView) { viewPort = newView; } public void Update(Player player) { position.X = player.PlayerPos.X + (player.PlayerRect.Width / 2) - viewPort.Width / 4; if (position.X < 0) position.X = 0; transform = Matrix.CreateTranslation(new Vector3(-position, 0)) * Matrix.CreateRotationZ(Rotation); if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.01f; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.01f; } } } (I'm assuming you would need to rotate around the centre of the screen to achieve this)

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  • Game-a-Week One

    - by Matt Christian
    Anyone who chats with me on a semi-regular basis knows I am absolutely horrible at completing something from beginnning to end.  Often times I'll begin something, lose interest at some point, and end up moving onto the next thing.  For example, I have 1/2 a full game created, 1/3 of a novel written, and half of a model set created.  Needless to say, unless I have some sort of pressure to finish something I don't stick to it. Recently however one of my online buddies challenged me to create a simple game.  The start date was last Thursday and the final game needed to be delivered by this next Sunday (giving me just over a week).  However, I am going out of town this Friday so will need to deliver it by Thursday, giving me exactly 1 week to develop a game.  Here is what the game needed to include: The player should be able to shoot Shooting things should score points Sounds very simple, but given a single week to produce all art assets plus the game isn't an easy task.  So far I've developed: An animated Main Menu that loads via script files, allows the user to start a new game or exit the game The game is 3D and the player can move around the play area with an 'over-the-shoulder' camera HUD elements are drawn to display the player's current score When the player presses Esc they are shown a pause menu where they can resume the game by pressing Esc again, or quit the game by pressing Space There are also 2 items implemented that don't work perfectly: JigLibX physics library implementation On the main menu there is an arrow symbol that rotates to always point at your mouse I've got 2 days of development left so hopefully I can get collision working, some of the art cleaned up, and some more of the camera functionality working.  Also, I'll need to take some time to package the game up which hopefully shouldn't take too long.

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  • Determinism in multiplayer simulation with Box2D, and single computer

    - by Jake
    I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and compile the executables. I type inputs (WASD for a simple car movement) into one of the 2 clients and I can get both clients to update the simulation. There are 2 cars in the simulation. As long as the cars do not collide, I get the same identical output on both client.exe. I can run the car(s) around for as long as I could they still update the same. However, if I start to collide the cars, very quickly they go out of sync. My tools: Windows 7, C++, MSVS 2010, Box2D, freeGlut. My Psuedocode: // client.exe void timer(int value) { tcpServer.send(my_inputs); foreach(i = player including myself) inputs[i] = tcpServer.receive(); foreach(i = player including myself) players[i].process(inputs[i]); myb2World.step(33, 8, 6); // Box2D world step simulation foreach(i = player including myself) renderer.render(player[i]); glutTimerFunc(33, timer, 0); } // server.exe void serviceloop { while(all clients alive) { foreach(c = clients) tcpClients[c].receive(&inputs[c]); // send input of each client to all clients foreach(source = clients) { foreach(dest = clients) { tcpClients[dest].send(inputs[source]); } } } } I have read all over the internet and SE the following claims (paraphrased): Box2D is deterministic as long as floating point architecture/implementation is the same. (For any deterministic engine) Determinism is gauranteed if playback of recorded inputs is on the same machine with exe compiled using same compiler and machine. Additionally my server.exe and client.exe gameloop is single thread with blocking socket calls and fixed time step. Question: Can anyone explain what I did wrong to get different Box2D output?

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • How can Highscores be more meaningful and engaging?

    - by Anselm Eickhoff
    I'm developing a casual Android game in which the player's success can very easily be represented by a number (I'm not more specific because I'm interested in the topic in general). Although I myself am not a highscore person at all, I was thinking of implementing a highscore for that game, but I see at least 2 problems in the classical leaderboard approach: very soon the highscore will be dominated by hardcore players, leaving no chance for beginners, who are then frustrated. This is very severe especially in casual games. there is no direct reward for being a loyal player who plays the game over and over again My current idea is to "reset" the highscore every 24 hours (for example) and each day nominate the "player of the day" who then gets a "star". Then there would be some kind of meta-highscore of players with the most stars. That way even beginners might have a chance to be "player of the day" once and continued or repeated play is rewarded much more. The idea is still very rough and there are many problems in the details and the technical implementation but I have a feeling it is a step in the right direction. Do you have creative and new ideas on how to implement highscores? Which games are doing this well / what types of highscores do you find most engaging?

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • VMware Kernel Module Updater hangs on Ubuntu 13.04

    VMware Player has a nice auto-detection of kernel changes, and requests the user to compile the required modules in order to load them. This happens from time to time after a regular update of your system. Usually, the dialog of VMware Kernel Module Updater pops up, asks for root access authentication, and completes the compilation. VMware Player or Workstation checks if modules for the active kernel are available. In theory this is supposed to work flawlessly but in reality there are pitfalls occassionally. With the recent upgrade to Ubuntu 13.04 Raring Ringtail and the latest kernel 3.8.0-21 the actual VMware Kernel Module Updater simply disappeared and the application wouldn't start as expected. When you launch VMware Player as super user (root) the dialog would stall like so: VMware Kernel Module Updater stalls while stopping the services Prior to version 5.x of VMware Player or version 7.x of VMware Workstation you would run a command like: $ sudo vmware-config.pl to resolve the module version conflict but this doesn't work anyway. Solution Instead, you have to execute the following line in a terminal or console window: $ sudo vmware-modconfig --console --install-all Those switches are (as of writing this article) not documented in the output of the --help switch. But VMware already documented this procedure in their knowledge base: VMware Workstation stops functioning after updating the kernel on a Linux host (1002411). Update As of today I had the first kernel upgrade to version 3.8.0-22 in Ubuntu 13.04. Don't even try it without vmware-modconfig...

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  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • How to diagnose computer lockup/freezing problem

    - by Scott Mitchell
    I built a desktop computer a couple years back with the following specs: CPU: Intel Core 2 Quad Q9300 Yorkfield 2.5GHz 6MB L2 Cache LGA 775 95W Quad-Core Processor BX80580Q9300 Motherboard: EVGA 122-CK-NF68-T1 LGA 775 NVIDIA nForce 680i SLI ATX Intel Motherboard Video Card: Two EVGA 256-P2-N758-TR GeForce 8600GT SCC 256MB 128-bit GDDR3 PCI Express x16 SLI Supported Video Card PSU: SeaSonic S12 Energy Plus SS-550HT 550W ATX12V V2.3 / EPS12V V2.91 SLI Certified CrossFire Ready 80 PLUS Certified Active PFC Power Supply Memory: Two G.SKILL 4GB (2 x 2GB) 240-Pin DDR2 SDRAM DDR2 800 (PC2 6400) Dual Channel Kit Desktop Memory Model F2-6400CL5D-4GBPQ Since its inception, the machine has periodically locked up, the regularlity having varied over the years from once a day to once a month. Typically, lockups happen once every few days. By "lockup" I mean my computer just freezes. The screen locks up, I can't move the mouse. Hitting keys on my keyboard that normally turn LEDs on or off on the keyboard (such as Caps Lock) no longer turn the LEDs on or off. If there was music playing at the time of the lockup, noise keeps coming out of the speakers, but it's just the current frequency/note that plays indefinitely. There is no BSOD. When such a lockup occurs I have to do a hard reboot by either turning off the computer or hitting the reset button. I have the most recent version of the NVIDIA hardware drivers, and update them semi-regularly, but that hasn't seemed to help. I am currently using Windows 7 x64, but was previously using Windows Server 2003 x64 and having the same lockup issues. My guess is that it's somehow video driver or motherboard related, but I don't know how to go about diagnosing this problem to narrow down which of the two is the culprit. Additional information re: cooling Regarding cooling... I've not installed any after-market cooling systems aside from two regular fans I scavenged from an older computer. The fan atop the CPU is the one that shipped with it. One of the two scavenged fans I added it located at the bottom tower of the corner, in an attempt to create some airflow from front to back. The second fan is pointed directly at the two video cards. SpeedFan installation and readings Per studiohack's suggestion, I installed SpeedFan, which provided the following temperature readings: GPU: 63C GPU: 65C System: 76C CPU: 64C AUX: 36C Core 0: 78C Core 1: 76C Core 2: 79C Core 3: 79C Update #3: Another Lockup :-( Well, I had another lockup last night. :-( SpeedFan reported the CPU temp at 38 C when it happened, and there was no spike in temperature leading up to the freeze. One thing I notice is that the freeze seems more likely to happen if I am watching a video. In fact, of the last 5 freezes over the past month, 4 of them have been while watching a video on Flickr. Not necessarily the same video, but a video nevertheless. I don't know if this is just coincidence or if it means anything. (As an aside, each night before bedtime my 2 year old daughter sits on my lap and watches some home videos on Flickr and, in the last month, has learned the phrase, "Uh oh, computer broke.") Update #4: MemTest86 and 3DMark06 Test Results: Per suggestions in the comments, I ran the MemTest86 overnight and it cycled through the 8 GB of memory 5 times without error. I also ran the 3DMark06 test without a problem (see my scores at http://3dmark.com/3dm06/15163549). So... what now? :-) Any further suggestions on what to check? Is there some way to get a stack trace or something when the computer locks like that? Thanks

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  • How to diagnose computer lockups and freezes?

    - by Scott Mitchell
    I built a desktop computer a couple years back with the following specs: CPU: Intel Core 2 Quad Q9300 Yorkfield 2.5GHz 6 MB L2 Cache LGA 775 95W Quad-Core Processor BX80580Q9300 Motherboard: EVGA 122-CK-NF68-T1 LGA 775 NVIDIA nForce 680i SLI ATX Intel Motherboard Video Card: Two EVGA 256-P2-N758-TR GeForce 8600GT SCC 256 MB 128-bit GDDR3 PCI Express x16 SLI Supported Video Card PSU: SeaSonic S12 Energy Plus SS-550HT 550W ATX12V V2.3 / EPS12V V2.91 SLI Certified CrossFire Ready 80 PLUS Certified Active PFC Power Supply Memory: Two G.SKILL 4 GB (2 x 2 GB) 240-Pin DDR2 SDRAM DDR2 800 (PC2 6400) Dual Channel Kit Desktop Memory Model F2-6400CL5D-4GBPQ Since its inception, the machine has periodically locked up, the regularity having varied over the years from once a day to once a month. Typically, lockups happen once every few days. By "lockup" I mean my computer just freezes. The screen locks up, I can't move the mouse. Hitting keys on my keyboard that normally turn LEDs on or off on the keyboard (such as Caps Lock) no longer turn the LEDs on or off. If there was music playing at the time of the lockup, noise keeps coming out of the speakers, but it's just the current frequency/note that plays indefinitely. There is no BSOD. When such a lockup occurs I have to do a hard reboot by either turning off the computer or hitting the reset button. I have the most recent version of the NVIDIA hardware drivers, and update them semi-regularly, but that hasn't seemed to help. I am currently using Windows 7 x64, but was previously using Windows Server 2003 x64 and having the same lockup issues. My guess is that it's somehow video driver or motherboard related, but I don't know how to go about diagnosing this problem to narrow down which of the two is the culprit. Additional information re: cooling Regarding cooling... I've not installed any after-market cooling systems aside from two regular fans I scavenged from an older computer. The fan atop the CPU is the one that shipped with it. One of the two scavenged fans I added it located at the bottom tower of the corner, in an attempt to create some airflow from front to back. The second fan is pointed directly at the two video cards. SpeedFan installation and readings Per studiohack's suggestion, I installed SpeedFan, which provided the following temperature readings: GPU: 63C GPU: 65C System: 76C CPU: 64C AUX: 36C Core 0: 78C Core 1: 76C Core 2: 79C Core 3: 79C Update #3: Another Lockup :-( Well, I had another lockup last night. :-( SpeedFan reported the CPU temp at 38 C when it happened, and there was no spike in temperature leading up to the freeze. One thing I notice is that the freeze seems more likely to happen if I am watching a video. In fact, of the last 5 freezes over the past month, 4 of them have been while watching a video on Flickr. Not necessarily the same video, but a video nevertheless. I don't know if this is just coincidence or if it means anything. (As an aside, each night before bedtime my 2 year old daughter sits on my lap and watches some home videos on Flickr and, in the last month, has learned the phrase, "Uh oh, computer broke.") Update #4: MemTest86 and 3DMark06 Test Results: Per suggestions in the comments, I ran the MemTest86 overnight and it cycled through the 8 GB of memory 5 times without error. I also ran the 3DMark06 test without a problem (see my scores at http://3dmark.com/3dm06/15163549). So... what now? :-) Any further suggestions on what to check? Is there some way to get a stack trace or something when the computer locks like that? Resolution I have never did figure out the particular problems, but based on the suggestions here and elsewhere, I'm presuming it was a motherboard issue. In any event, I recently upgraded my system, buying a new motherbeard, PSU, CPU, and RAM, and that new rig has been working splendidly the past several weeks. I am using the same graphic cards as in the old setup, so I think it's safe to reason that they weren't the cause of the problem.

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  • CodePlex Daily Summary for Saturday, April 03, 2010

    CodePlex Daily Summary for Saturday, April 03, 2010New ProjectsASP.NET MVC Demo: aspnetmvcdemoClasslessInterDomainRouting: ClasslessInterDomainRouting provides a class that is designed to detail with CIDR requests and ranges, it is developed within the C# Langauge and f...ClientSideRefactor: Plugin for Visual Studio.ColinTest: ColinTestePMS: An educational project to learn ASP.Net MVC, entity framework using vs 2010Extensible ASP.NET: Extensible Framework on top of ASP.NET - infrastructure level. Uses MEF for extensibility.Franchise Computing Model: Franchise Computing is a client-centric, contract-oriented, consumption-based computing model. Its framework allows service providers and consumers...GameEngine ReactorFX: Set of tools and code snippets for creation DirectX based games. Also provides a number of ideas, algorythms and problem-solutions.It's All Just Ones And Zeros: Utility code libraries for Vault API developers.Live Writer Picasa Plugin: Live Writer Picasa Plugin is a plugin for Windows Live Writer that allows you to embed photos from your Picasa Web Albums into your blog posts. Liv...Managed SDK for Meizu Cell Phone: The goal of this project is to deliver an open source managed SDK for Meizu cell phones, currently for M8. Media Player Field Type: Display a media player in a column of you document library. The library can contain movie files of diferent formats. The player will appear in the ...praca magisterska: This is my thesis: Algebraical aspects of modern cryptography,Pyx: An experimental programming language for statistics.SharpHydroLiDAR: A C# version of Lidar Hydrographic ExtractionSql Server Mds Destination: SSIS destination transform component for SQL Server Master Data ServicesStackOverflow.Net: A C# library for the StackOverflow API (currently in beta). Provides methods for every call currently in the StackOverflow API.TRX Merger Utility: People working on test projects that involve test management and execution from Visual Studio Team System 2008 and who do not have a TFS server for...UniPlanner: The UniPlanner project goal is to develop a web application able to visualize and schedule a university timetable.WikiNETParser: Wiki .NET Parser, Open Source project powered by ANTLR. Syntax defined in 3(4) files Lexer, Grammar, AST Parser.New ReleasesaaronERP builder - a framework to create customized ERP solutions: aaronERP_0.4.0.0: Changes (compared to version 0.3.0.0) : Businesslayer : - Caching of data-tables - ITranslatable Interface for mutli-language DAOs Web-Frontend: ...BatterySaver: Version 0.5: Add support for executing a power state event manually (Issue) Add support for battery percentage thresholds (Issue)ColinTest: asdfzxcv: asdfasdfComposer: V1.0.402.2001 Beta: Minor bug fixes Minor changes in interfaces Added documentation to the setup packageDynamic Configuration: Dynamic Configuration Release 2: Added ConfigurationChanged event fired whenever changes in .config file detected. Improved file watching filtering.Facebook Developer Toolkit: Version 3.1 BETA: Lots of bug fixes. Issues addressed: http://facebooktoolkit.codeplex.com/WorkItem/View.aspx?WorkItemId=14808 http://facebooktoolkit.codeplex.com/W...iExporter - iTunes playlist exporting: iExporter gui v2.5.0.0 - console v1.2.1.0: Paypal donate! New features and redesign for iExporter Gui You can now select/deselect all visible items with one click in the overview When yo...Line Counter: 1.5.5: The Line Counter is a tool to calculate lines of your code files. The tool was written in .NET 2.0. Line Counter 1.5.5 Fixed bugs in C# counter an...Live Writer Picasa Plugin: Live Writer Picasa Plugin 1.0.0: Changelog Since this is the first version there are no changes.Media Player Field Type: Media Player Field Type v1.0: Display a media player in a column of you document library. The library can contain movie files of diferent formats. The player will appear in the ...Numina Application/Security Framework: Numina.Framework Core 49601: Added .LESS library for CSS Updated default style and logo Added a few methods and method overloads to the .NET libraryOver Store: OverStore 1.16.0.0: Version 1.16.0.0 Runtime components uses PersistingRuntimeException instead of many exception types. PersistingRuntimeException message includes...patterns & practices Web Client Developer Guidance: Web Client Software Factory 2010 beta source code: The Web Client Software Factory 2010 provides an integrated set of guidance that assists architects and developers in creating web client applicati...SCSI Interface for Multimedia and Block Devices: Release 12 - View CD-DVD Drive Features: Changes in this version: - Added the ability to view the features of a CD/DVD device (e.g.: what discs it supports, whether it supports Mount Raini...SharePoint Labs: SPLab5006A-FRA-Level100: SPLab5006A-FRA-Level100 This SharePoint Lab will teach you how to create a Feature within Visual Studio, how to brand it, how to incorporate ressou...SharePoint Labs: SPLab5007A-FRA-Level300: SPLab5007A-FRA-Level300 This SharePoint Lab will teach you how to create a reusable and distributable project model for developping Features within...SharePoint Labs: SPLab5008A-FRA-Level100: SPLab5008A-FRA-Level100 This SharePoint Lab will teach you how to add an option in the ECB menu (Edit Control Block) only for specific file types w...SharePoint Labs: SPLab5009A-FRA-Level100: SPLab5009A-FRA-Level100 This SharePoint Lab will teach you the "Site Pages" model and the differences between customized/uncustomized pages (ghoste...SharePoint Labs: SPLab5010A-FRA-Level100: SPLab5010A-FRA-Level100 This SharePoint Lab will teach you the "Application Pages" model and the differences between "Site Pages" and "Application ...SharePoint Labs: SPLab5011A-FRA-Level100: SPLab5011A-FRA-Level100 This SharePoint Lab will teach you how to create a basic Application Page in the 12\TEMPLATE\LAYOUTS. Lab Language : French...sPATCH: sPatch v0.9b: + Fixed: an issue most webservers need leading slash to return filestreamsTASKedit: sTASKedit (pre-Alpha Release): This release is only for playing around, currently not useful Supported Files:Open 1.3.6 client tasks.data Export to 1.3.6 client tasks.data E...TRX Merger Utility: TRX Merger v1.0: First versionttgLib: ttgLib-0.01-beta1: In beta-version we've implemented basic functionality of ttgLib - now it can solve various problems using CPU+GPU bundle. Most important things: ...WikiNETParser: Wiki .NET Parser 2.5: Wiki .NET Parser 2.5 The documentation, binaries and source code could be downloaded from http://catarsa.com portal The latest release to downloa...WPF Zen Garden: Release 1.0: This is the first release.XNA 3D World Studio Content Pipeline: XNA 3DWS Content Pipeline - R2: This version adds terrains and brush based modelsMost Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesDotNetNuke® Community EditionMost Active ProjectsGraffiti CMSRawrjQuery Library for SharePoint Web ServicesFacebook Developer ToolkitBlogEngine.NETN2 CMSBase Class LibrariesFarseer Physics EngineLINQ to TwitterMicrosoft Biology Foundation

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