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  • Which design is better?

    - by Tattat
    I have an "Enemy" object, that have many "gun" . Each "gun" can fire "bullet". Storing "gun" is using an array. when the "gun" is fired, the "bullet" will be created. And the enemy object will have an array to store the "bullet". So, I am thinking about the fire method. I am think making a firebulletFromGun in the "enemy". It need have a parameter: "gun". while this method is called. The "enemy" 's bullet will be added in the Array. Another design is writing the fire method in the "gun". The "enemy" use the "gun"'s fire method. And the "gun" will return a "bullet" object, and it will be added in the Array of "enemy". Both method can work, but which way is better? or they are similar the same? plx drop ur ideas/suggestions. thz.

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  • Which design is better (OO Design)?

    - by Tattat
    I have an "Enemy" object, that have many "gun" . Each "gun" can fire "bullet". Storing "gun" is using an array. when the "gun" is fired, the "bullet" will be created. And the enemy object will have an array to store the "bullet". So, I am thinking about the fire method. I am think making a firebulletFromGun in the "enemy". It need have a parameter: "gun". while this method is called. The "enemy" 's bullet will be added in the Array. Another design is writing the fire method in the "gun". The "enemy" use the "gun"'s fire method. And the "gun" will return a "bullet" object, and it will be added in the Array of "enemy". Both method can work, but which way is better? or they are similar the same? plx drop ur ideas/suggestions. thz.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • How can I apply different actions to different parts of a 2D character?

    - by Praveen Sharath
    I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames and i am able to import the sprite sheet and animate the sequence when I press arrow key. But i need to add the gun motion. The player holds the gun upwards and when X key is pressed he brings it straight and shoots. How to implement the walk + shoot action?

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  • how can I change object look point?

    - by jques
    I have tried to load image but system does not give permission. Please look image http://www.rps.net/gunslinger/scrnshot/gunslinger33.jpg I have two arm with two gun, I want to rotate these arm with mouse. For example, if I move mouse position to the left, arms with guns should be move also. Since this is hoby project, I am a bit confort to ask below question ; What should I do to achieve my wish ? some explanation: perspective view gun in viewing direction left click = trigger left gun perspective Feel free to change the title Thanks

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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  • Friends Don’t Let Friends Play with Portal Guns [Video]

    - by Jason Fitzpatrick
    Many Portal fan films are sci-fi stories in their own right; this humorous video is simply focused on what happens when three guys get their hands on a portal gun. Jason Craft, the video’s director, explains: My interpretation of what a real POrtal gun would be like if one existed. Based on the video game, POrtal. I tried to match the game as close as possible. This was the most challenging project I have ever undertaken, consisting of 3D tracking, seamless camera cuts and 3D camera projection. ENJOY! We certainly wish our goofing around with friends videos came off this polished. For those of you wondering how he got such an awesome Portal Gun prop, it’s all CGI (you can check out his model here). [via Boing Boing] HTG Explains: What Is Windows RT & What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Optimum number of threads while multitasking

    - by Gun Deniz
    I know similar questions have been asked but I think my case is a little bit diffrent. Let's say I have a computer with 8 cores and infinite memory with a Linux OS. I have a calculation software called Gaussian that can take advantage of multithreading. So I set its thread count to 8 for a single calculation for maximum speed. However I really can't decide what to do when I need to do run for instance 8 calculations simultaneously. In that case should I set the thread count to 1(total 8 threads spawned in 8 processes) or keep it 8(total 64 threads spawned in 8 processes) for each job? Does it really matter much? A related question is does the OS automatically does the core-parking to diffrent cores for each thread?

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  • On the fly volume compression (waveform capping) for VLC or OS X

    - by Grammar Nazi
    I'm looking to impose a hard limit on a movie. In particular when I have earbuds in and a reasonable volume set, loud or sudden sounds (gun shot, dramatic sound effects, gun fire, etc) are loud enough to hurt. Lowering the volume makes speech and other sounds hard to hear. Is there a third party on-the-fly solution for this, or a plug-in for VLC that I can use?

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  • How Do Guns Work In Space? [Video]

    - by Jason Fitzpatrick
    Why don’t astronauts fall back to Earth? What happens if you shoot a gun in space? How big of a squirt gun would you need to put out the sun? Don’t end your day with these pressing questions unanswered. [via Boing Boing] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

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  • Can minecraft support an asymmetrical mesh?

    - by Qwaar
    So in a bout of fancy I have decided I want to play as a Zaku II from gundam, and was saddened that player skins must be symmetrical. Then I remembered my friends mod that let him play as a MLP pony, and another one that let you shapeshift into mobs. So I decided I could just butcher a player model mesh and slap on the shoulder spike and shield, slap a Zaku skin I found on it, port the colors over onto more texture for the shoulder portions, and call it a day once I added it to the shiftable list, before butchering a gun mod to turn a gun into a ZMP-78. Before I get started on this though, I need to know if minecraft will support an asymmetrical mesh.

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  • SL 3 navigation not working!

    - by Silver Gun
    Hey Guys I converted all my existing Silverlight app UserControls to Pages so I could use the Navigation Framework. Anyway so I created a UserControl called MyFrame, which would host all the pages. In my App.xaml.cs I have the following to make sure that MyFrame is loaded when the App loads: private void Application_Startup(object sender, StartupEventArgs e) { this.RootVisual = new MyFrame(); } My UriMapper class resides in App.xaml and looks like the following: <navcore:UriMapper x:Key="uriMapper"> <navcore:UriMapping Uri="Login" MappedUri="Login.xaml"> </navcore:UriMapper> Within my 'MyFrame' class, I have the following <StackPanel Orientation="Horizontal"> <StackPanel Orientation="Vertical"> <HyperlinkButton Tag="Login" Content="Login" Click="HyperlinkButton_Click" /> </StackPanel> <StackPanel Orientation="Vertical"> <navigation:Frame x:Name="ContentFrame" Style="{StaticResource ContentFrameStyle}" /> </StackPanel> </StackPanel> And within the callback for my HyperlinkButton's event handler, I have the following: private void HyperlinkButton_Click(object sender, RoutedEventArgs e) { ContentFrame.Navigate(new Uri((sender as HyperlinkButton).Tag.ToString(), UriKind.Relative)); } The Login.xaml file is in my root folder (right under Project). This navigation does not seem to work! The exception I get reads like so: Navigation is only supported to relative URIs that are fragments, or begin with '/', or which contain ';component/'. Parameter name: uri The Login page does not load. There is no problem with Login.xaml as when I set this.RootVisual = new Login(); the page loads just fine. I also tried setting the NavigateUri attribute of the HyperlinkButton to "Login." No cigar. I'll appreciate any help! Thanks a lot in advance

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  • Elements added with appendTo() not immediately available

    - by Zip Gun Jim
    I'm having a problem with elements added with appendTo() not being immediately available in the DOM. First, I'm reading some data from a JSON file and then appending some html to a div. jsonUrl = "js/performers.json"; $.getJSON(jsonUrl, function(json) { $.each(json.performers, function(i, performer) { var html = '<div class="performer_mini">'; html += '<img src="' + performer.thumbnail + '" alt="' + performer.name + '" /><br />'; html += performer.name + '<br /></div>'; $(html).appendTo("div#performer_spotlight"); }); }); Then I'm calling a random shuffler plugin to show one of the added divs at a time. $("#performer_spotlight").randomShuffler(".performer_mini", 3000, 3000, 9000); The random shuffler does the following: (function($) { $.fn.randomShuffler = function(shuffledElements, fadeInTime, fadeOutTime, timeout) { fadeInTime = fadeInTime || 3000; fadeOutTime = fadeOutTime || 3000; timeout = timeout || 9000; $(shuffledElements).hide(); var $old_element; var $new_element; var old_index = 0; var new_index = 0; function shuffleElement() { $old_element = $new_element; old_index = new_index; while ($(shuffledElements).length > 0 && old_index == new_index) { // don't display the same element twice in a row new_index = Math.floor(Math.random()*$(shuffledElements).length); } $new_element = $(shuffledElements + ":eq(" + new_index + ")"); if ($old_element != undefined) { $old_element.fadeOut(fadeOutTime, function() { $new_element.fadeIn(fadeInTime); }); } else { $new_element.fadeIn(fadeInTime); } setTimeout(shuffleElement, timeout); } $(this).show(); shuffleElement(); } })(jQuery); The first time the shuffleElement() function is called $(shuffledElements).length equals 0, so no element is displayed. On the next call to shuffleElement(), the elements added with appendTo() are available and one is selected at random as expected. Everything works correctly after that. Is there some way to refresh the DOM or make these elements available to jQuery immediately after I add them with appendTo()? Any other suggestions for how to accomplish this?

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  • Different Rendering of SimpleModal on IE7 and Chrome

    - by Silver Gun
    Hey Guys I tried out Simple Modal for my modal dialog needs. The jQuery $(function() { $('#showDialog').click(function() { $('<div><p> Click Here! </p></div>').modal({ overlayClose: true, opacity: 30 }) }); }); The CSS was as follows: #simplemodal-overlay { background-color: #000; } #simplemodal-container { background-color: #333; border: 8px solid #444; padding: 12px; } In IE6 and 7, it displays a nice, very transparent, gray overlay with a dark small box in the middle with the text 'Click Here!'. But in CHROME (4.0.249.43) I get a dark black overlay with 100% opacity. Any ideas? Thanks in advance

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  • Find meeting point of 2 objects in 2D, knowing (constant) speed and slope

    - by Axonn
    I have a gun which fires a projectile which has to hit an enemy. The problem is that the gun has to be automatic, i.e. - choose the angle in which it has to shoot so that the projectile hits the enemy dead in the center. It's been a looooong time since school, and my physics skills are a bit rusty, but they're there. I've been thinking to somehow apply the v = d/t formula to find the time needed for the projectile or enemy to reach a certain point. But the problem is that I can't find the common point for both the projectile and enemy. Yes, I can find a certain point for the projectile, and another for the enemy, but I would need lots of tries to find where the point coincides, which is stupid. There has to be a way to link them together but I can't figure it out. I prepared some drawings and samples: A simple version of my Flash game, dumbed down to the basics, just some shapes: http://axonnsd.org/W/P001/MathSandBox.swf - click the mouse anywhere to fire a projectile. Or, here is an image which describes my problem: So... who has any ideas about how to find x3/y3 - thus leading me to find the angle in which the weapon has to tilt in order to fire a projectile to meet the enemy? EDIT I think it would be clearer if I also mention that I know: the speed of both Enemy and Projectile and the Enemy travels on a straight vertical line.

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  • How to rotate a sprite using multi-touch with AndEngine?

    - by 786
    I am new to Android game development. I am using AndEngine GLES-2. I have created a box with a sprite. This box is now draggable by using the code below. It works fine. But I want multi-touch on this: I want to rotate the sprite with two fingers on that box, and to keep it draggable. I've no idea how do do that, which way should I go? final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box = new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; }

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  • How to prevent overlapping of gunshot sounds when using fast-firing weapons

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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  • 6 Interesting Facts About NASA’s Mars Rover ‘Curiosity’

    - by Gopinath
    Humans quest for exploring the surrounding planets to see whether we can live there or not is taking new shape today. NASA’s Mars probing robot, Curiosity, blasted off today on its 9 months journey to reach Mars and explore it for the possibilities of life there. Scientist says that Curiosity is one most advanced rover ever launched to probe life on other planets. Here is the launch video and some analysis by a news reporter Lets look at the 6 interesting facts about the mission 1. It’s as big as a car Curiosity is the biggest ever rover ever launched by NASA to probe life on outer planets. It’s as big as a car and almost double the size of its predecessor rover Spirit. The length of Curiosity is around 9 feet 10 inches(3 meters), width is 9 feet 1 inch (2.8 meters) and height is 7 feet (2.1 meters). 2. Powered by Plutonium – Lasts 24×7 for 23 months The earlier missions of NASA to explore Mars are powered by Solar power and that hindered capabilities of the rovers to move around when the Sun is hiding. Due to dependency of Sun the earlier rovers were not able to traverse the places where there is no Sun light. Curiosity on the other hand is equipped with a radioisotope power system that generates electricity from the heat emitted by plutonium’s radioactive decay. The plutonium weighs around 10 pounds and can generate power required for operating the rover close to 23 weeks. The best part of the new power system is, Curiosity can roam around in darkness, light and all year around. 3. Rocket powered backpack for a science fiction style landing The Curiosity is so heavy that NASA could not use parachute and balloons to air-drop the rover on the surface of Mars like it’s previous missions. They are trying out a new science fiction style air-dropping mechanism that is similar to sky crane heavy-lift helicopter. The landing of the rover begins first with entry into the Mars atmosphere protected by a heat shield. At about 6 miles to the surface, the heat shield is jettisoned and a parachute is deployed to glide the rover smoothly. When the rover touches 3 miles above the surface, the parachute is jettisoned and the eight motors rocket backpack is used for a smooth and impact free landing as shown in the image. Here is an animation created by NASA on the landing sequence. If you are interested in getting more detailed information about the landing process check this landing sequence picture available on NASA website 4. Equipped with Star Wars style laser gun Hollywood movie directors and novelist always imagined aliens coming to earth with spaceships full of laser guns and blasting the objects which comes on their way. With Curiosity the equations are going to change. It has a powerful laser gun equipped in one of it’s arms to beam laser on rocks to vaporize them. This is not part of any assault mission Curiosity is expected to carry out, the laser gun is will be used to carry out experiments to detect life and understand nature. 5. Most sophisticated laboratory powered by 10 instruments Around 10 state of art instruments are part of Curiosity rover and the these 10 instruments form a most advanced rover based lab ever built by NASA. There are instruments to cut through rocks to examine them and other instruments will search for organic compounds. Mounted cameras can study targets from a distance, arm mounted instruments can study the targets they touch. Microscopic lens attached to the arm can see and magnify tiny objects as tiny as 12.5 micro meters. 6. Rover Carrying 1.24 million names etched on silicon Early June 2009 NASA launched a campaign called “Send Your Name to Mars” and around 1.24 million people registered their names through NASA’s website. All those 1.24 million names are etched on Silicon chips mounted onto Curiosity’s deck. If you had registered your name in the campaign may be your name is going to reach Mars soon. Curiosity On Web If you wish to follow the mission here are few links to help you NASA’s Curiosity Web Page Follow Curiosity on Facebook Follow @MarsCuriosity on Twitter Artistic Gallery Image of Mars Rover Curiosity A printable sheet of Curiosity Mission [pdf] Images credit: NASA This article titled,6 Interesting Facts About NASA’s Mars Rover ‘Curiosity’, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

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