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  • Circle drawing with SVG's arc path

    - by ????
    The following SVG path can draw 99.99% of a circle: (try it on http://jsfiddle.net/DFhUF/46/ and see if you see 4 arcs or only 2, but note that if it is IE, it is rendered in VML, not SVG, but have the similar issue) M 100 100 a 50 50 0 1 0 0.00001 0 But when it is 99.99999999% of a circle, then nothing will show at all? M 100 800 a 50 50 0 1 0 0.00000001 0 And that's the same with 100% of a circle (it is still an arc, isn't it, just a very complete arc) M 100 800 a 50 50 0 1 0 0 0 How can that be fixed? The reason is I use a function to draw a percentage of an arc, and if I need to "special case" a 99.9999% or 100% arc to use the circle function, that'd be kind of silly. Again, a test case on jsfiddle using RaphaelJS is at http://jsfiddle.net/DFhUF/46/ (and if it is VML on IE 8, even the second circle won't show... you have to change it to 0.01) Update: This is because I am rendering an arc for a score in our system, so 3.3 points get 1/3 of a circle. 0.5 gets half a circle, and 9.9 points get 99% of a circle. But what if there are scores that are 9.99 in our system? Do I have to check whether it is close to 99.999% of a circle, and use an arc function or a circle function accordingly? Then what about a score of 9.9987? Which one to use? It is ridiculous to need to know what kind of scores will map to a "too complete circle" and switch to a circle function, and when it is "a certain 99.9%" of a circle or a 9.9987 score, then use the arc function.

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  • Circle-Line Collision Detection Problem

    - by jazzdawg
    I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line collision detection test where each line represents and edge on the convex polygon brick. For the majority of the time the Circle-Line test works properly and the points of collision are resolved correctly. Collision detection working correctly. However, occasionally my collision detection code returns false due to a negative discriminant when the ball is actually intersecting the brick. Collision detection failing. I am aware of the inefficiency with this method and I am using axis aligned bounding boxes to cut down on the number of bricks tested. My main concern is if there are any mathematical bugs in my code below. /* * from and to are points at the start and end of the convex polygons edge. * This function is called for every edge in the convex polygon until a * collision is detected. */ bool circleLineCollision(Vec2f from, Vec2f to) { Vec2f lFrom, lTo, lLine; Vec2f line, normal; Vec2f intersectPt1, intersectPt2; float a, b, c, disc, sqrt_disc, u, v, nn, vn; bool one = false, two = false; // set line vectors lFrom = from - ball.circle.centre; // localised lTo = to - ball.circle.centre; // localised lLine = lFrom - lTo; // localised line = from - to; // calculate a, b & c values a = lLine.dot(lLine); b = 2 * (lLine.dot(lFrom)); c = (lFrom.dot(lFrom)) - (ball.circle.radius * ball.circle.radius); // discriminant disc = (b * b) - (4 * a * c); if (disc < 0.0f) { // no intersections return false; } else if (disc == 0.0f) { // one intersection u = -b / (2 * a); intersectPt1 = from + (lLine.scale(u)); one = pointOnLine(intersectPt1, from, to); if (!one) return false; return true; } else { // two intersections sqrt_disc = sqrt(disc); u = (-b + sqrt_disc) / (2 * a); v = (-b - sqrt_disc) / (2 * a); intersectPt1 = from + (lLine.scale(u)); intersectPt2 = from + (lLine.scale(v)); one = pointOnLine(intersectPt1, from, to); two = pointOnLine(intersectPt2, from, to); if (!one && !two) return false; return true; } } bool pointOnLine(Vec2f p, Vec2f from, Vec2f to) { if (p.x >= min(from.x, to.x) && p.x <= max(from.x, to.x) && p.y >= min(from.y, to.y) && p.y <= max(from.y, to.y)) return true; return false; }

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Becoming A Great Developer

    - by Lee Brandt
    Image via Wikipedia I’ve been doing the whole programming thing for awhile and reading and watching some of the best in the business. I have come to notice that the really great developers do a few things that (I think) makes them great. Now don’t get me wrong, I am not saying that I am one of these few. I still struggle with doing some of the things that makes one great at development. Coincidently, many of these things also make you a better person period. Believe That Guidance Is Better Than Answers This is one I have no problem with. I prefer guidance any time I am learning from another developer. Answers may get you going, but guidance will leave you stranded. At some point, you will come across a problem that can only be solved by thinking for yourself and this is where that guidance will really come in handy. You can use that guidance and extrapolate whatever technology to salve that problem (if it’s the right tool for solving that problem). The problem is, lots of developers simply want someone to tell them, “Do this, then this, then set that, and write this.” Favor thinking and learn the guidance of doing X and don’t ask someone to show you how to do X, if that makes sense. Read, Read and Read If you don’t like reading, you’re probably NOT going to make it into the Great Developer group. Great developers read books, they read magazines and they read code. Open source playgrounds like SourceForge, CodePlex and GitHub, have made it extremely easy to download code from developers you admire and see how they do stuff. Chances are, if you read their blog too, they’ll even explain WHY they did what they did (see “Guidance” above). MSDN and Code Magazine have not only code samples, but explanations of how to use certain technologies and sometimes even when NOT to use that same technology. Books are also out on just about every topic. I still favor the less technology centric books. For instance, I generally don’t buy books like, “Getting Started with Jiminy Jappets”. I look for titles like, “How To Write More Effective Code” (again, see guidance). The Addison-Wesley Signature Series is a great example of these types of books. They teach technology-agnostic concepts. Head First Design Patterns is another great guidance book. It teaches the "Gang Of Four" Design Patterns in a very easy-to-understand, picture-heavy way (I LIKE pictures). Hang Your Balls Out There Even though the advice came from a 3rd-shift Kinko’s attendant, doesn’t mean it’s not sound advice. Write some code and put it out for others to read, criticize and castigate you for. Understand that there are some real jerks out there who are absolute geniuses. Don’t be afraid to get some great advice wrapped in some really nasty language. Try to take what’s good about it and leave what’s not. I have a tough time with this myself. I don’t really have any code out there that is available for review (other than my demo code). It takes some guts to do, but in the end, there is no substitute for getting a community of developers to critique your code and give you ways to improve. Get Involved Speaking of community, the local and online user groups and discussion forums are a great place to hear about technologies and techniques you might never come across otherwise. Mostly because you might not know to look. But, once you sit down with a bunch of other developers and start discussing what you’re interested in, you may open up a whole new perspective on it. Don’t just go to the UG meetings and watch the presentations either, get out there and talk, socialize. I realize geeks weren’t meant to necessarily be social creatures, but if you’re amongst other geeks, it’s much easier. I’ve learned more in the last 3-4 years that I have been involved in the community that I did in my previous 8 years of coding without it. Socializing works, even if socialism doesn’t. Continuous Improvement Lean proponents might call this “Kaizen”, but I call it progress. We all know, especially in the technology realm, if you’re not moving ahead, you’re falling behind. It may seem like drinking from a fire hose, but step back and pick out the technologies that speak to you. The ones that may you’re little heart go pitter-patter. Concentrate on those. If you’re still overloaded, pick the best of the best. Just know that if you’re not looking at the code you wrote last week or at least last year with some embarrassment, you’re probably stagnating. That’s about all I can say about that, cause I am all out of clichés to throw at it. :0) Write Code Great painters paint, great writers write, and great developers write code. The most sure-fire way to improve your coding ability is to continue writing code. Don’t just write code that your work throws on you, pick that technology you love or are curious to know more about and walk through some blog demo examples. Take the language you use everyday and try to get it to do something crazy. Who knows, you might create the next Google search algorithm! All in all, being a great developer is about finding yourself in all this code. If it is just a job to you, you will probably never be one of the “Great Developers”, but you’re probably okay with that. If, on the other hand, you do aspire to greatness, get out there and GET it. No one’s going hand it to you.

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • How find all overlapping circles from radius of central circle?

    - by roza
    How to do an intersection or overlap query in mongo shell - what circles overlap my search region? Within relate only to the center position but doesn't include radius of the other circles in searched scope. Mongo: # My bad conception: var search = [[30, 30], 10] db.places.find({circle : {"$within" : {"$center" : [search]}}}) Now I can obtain only this circles within central point lies in searched area of circle: Ruby: # field :circle, type: Circle # eg. [ [ 30, 30 ], 10 ] field :radius, type: Integer field :location, :type => Array, :spatial => true spatial_index :location Places.within_circle(location: [ [ 30, 30 ], 10 ]) # {"$query"=>{"location"=>{"$within"=>{"$center"=>[[30, 30], 10]}}} I created example data with additional location (special index) and radius instead circle because circle isn't supported by mongodb geo index: { "_id" : 1, "name" : "a", "circle" : [ [ 5, 5 ], 40 ], "latlng" : [ 5, 5 ], "radius" : 40 } { "_id" : 2, "name" : "b", "circle" : [ [ 10, 10 ], 5 ], "latlng" : [ 10, 10 ], "radius" : 5 } { "_id" : 3, "name" : "c", "circle" : [ [ 20, 20 ], 5 ], "latlng" : [ 20, 20 ], "radius" : 5 } { "_id" : 4, "name" : "d", "circle" : [ [ 30, 30 ], 50 ], "latlng" : [ 30, 30 ], "radius" : 50} { "_id" : 5, "name" : "e", "circle" : [ [ 80, 80 ], 30 ], "latlng" : [ 80, 80 ], "radius" : 30} { "_id" : 6, "name" : "f", "circle" : [ [ 80, 80 ], 20 ], "latlng" : [ 80, 80 ], "radius" : 20} Desired query result: { "_id" : 1, "name" : "a", "circle" : [ [ 5, 5 ], 40 ], "latlng" : [ 5, 5 ], "radius" : 40 } { "_id" : 3, "name" : "c", "circle" : [ [ 20, 20 ], 5 ], "latlng" : [ 20, 20 ], "radius" : 5 } { "_id" : 4, "name" : "d", "circle" : [ [ 30, 30 ], 50 ], "latlng" : [ 30, 30 ], "radius" : 50} { "_id" : 5, "name" : "e", "circle" : [ [ 80, 80 ], 30 ], "latlng" : [ 80, 80 ], "radius" : 30} Solution below assumes that I get all rows and then filter on the ruby side my radius but it returns only: { "_id" : 4, "name" : "d", "circle" : [ [ 30, 30 ], 50 ], "latlng" : [ 30, 30 ], "radius" : 50}

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  • Circle class in java

    - by user292395
    I need to get the Java code for the below problem asap. Create a class Circle that will allow us to define a circle with a specific radius. Your class should include the following methods: A constructor that can create a circle with a specified radius. A method setRadius that sets a specific value as a new radius for an existing circle. A method getRadius that returns the radius of an existing circle. A method toString that returns a String with all the information about an existing circle. A method computeArea that computes the area of a circle A method computePerimeter that computes the perimeter of a circle.

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  • Increasing speed of circle over time as linear with Box2d

    - by Whispered
    Assume that there is a circle and it can be moved by using keyboard arrows.Is required that increasing speed over time like increasing car speed. For example; max speed is 25 and time to reach max speed shall be 5 sec. Over 5 sec the speed will reach to max speed. Does Box2d handle that situation?. I tried setting linear valocity but it seems to make the circle have constant speed instead of increased speed over time. Thank You! Note: I'm using Box2DWeb Javascript port of Box2D.

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  • Check for bodies within a specific circle in Box2D

    - by ltjax
    I'm trying to find positions to insert new bodies into my world. For that, I'd like to have a "free" spot where this body wouldn't overlap with anything else. So my plan was to sample "random" positions and check whether they overlap with my "potential" new body. Since my bodies are always circular, I'd need to test within a given circle. So far, the only way to use box2d for this seems to use b2World::QueryAABB around my circle and manually doing an overlap test with all the fixtures it gives me (Box2D doesn't event seem to allow me to tap into its overlapping tests?!). It seems to me like Box2D should already provide such functionality - is there a way that lets me do this without reinventing most of the wheel again?

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  • Calculate velocity of a bullet ricocheting on a circle

    - by SteveL
    I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): Vector.vector.set(bullet.vel); //->v Vector.vector2.setDirection(pos, bullet.pos); //->n normal from center of circle to bullet float dot=Vector.vector.dot(Vector.vector2); //->dot product Vector.vector2.mul(dot).mul(2); Vector.vector.sub(Vector.vector2); Vector.vector.y=-Vector.vector.y; //->for some reason i had to invert the y bullet.vel.set(Vector.vector);

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  • Great Programmer Productivity - Accounting for 10,000 fold difference?

    - by TheImpact
    "A great lathe operator commands several times the wage of an average lathe operator, but a great writer of software code is worth 10,000 times the price of an average software writer." - Bill Gates Say there's a "great" software engineer and an "average" software engineer on the same team. How can you account for one engineer being 10,000 times more productive? I can't quite fathom this, given they're both taking on their share of features, bugs and investigations, and consistently deliver with quality. Would my description possibly justify them to be above "average"? "great"? In a corporation like Microsoft, what % of software engineers are "average"? What % "great"?

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • I am having trouble booting 12.04 keyboard and little man in circle appears and then nothing

    - by Rich J.
    I have a new system (ASUS 990FX mother board, 2 western dig drives, 32 gb memory, an ASUS nvidia video card (GeForce GTX560), and an ASUS DVD Burner (24B1ST)) I am struggling to get the 12.04 cd to work. I have been able to see the little man inside a circle and a graphic of a keyboard? with an == sign between them. Is this is a clue? What does it mean? After that the mauve screen with keyboard and little man in circle goes away. I get a dark background and underline cursor... even hear some work being done reading the rom.... but nothing appears on the screen. I haven't even got to the point where the graphic card is displaying improperly... it is just not displaying anything. If any kind soul has an idea about how to proceed, I am all ears. BTW, I have posted the issue to ASUS... waiting for reply.

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  • Collision with half semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: -Pixel-perfect collision (microsoft has a sample(http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed)) , but then I wouldn't know how to change the meteor angle after the collision -3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. -Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • efficient algorithm for drawing circle arcs?

    - by banister
    I am using the mid-point circle algorithm (bresenham circle) to efficiently draw whole circles. Is there something similar to draw circle arcs? I would like to specify a start angle and end angle and have only that portion of the circle drawn. Thanks in advance! EDIT: I would like to draw filled circle arcs too, i.e pie-slices. :)

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  • How To Record Great Vocals at Home

    How to record great vocals You have a great voice; so that?s all you need to record great vocals isn?t it? If only it was as simple as that. Well, now it can be. Many things ranging from acoustic co... [Author: Fallon Morris - Computers and Internet - May 31, 2010]

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  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • XNA - Detect click on triangle/circle form of a texture

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

    Read the article

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