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  • How do I draw a scrolling background?

    - by droidmachine
    How can I draw background tile in my 2D side-scrolling game? Is that loop logical for OpenGL es? My tile 2400x480. Also I want to use parallax scrolling for my game. batcher.beginBatch(Assets.background); for(int i=0; i<100; i++) batcher.drawSprite(0+2400*i, 240, 2400, 480, Assets.backgroundRegion); batcher.endBatch(); UPDATE And thats my onDrawFrame.I'm sending deltaTime for fps control. public void onDrawFrame(GL10 gl) { GLGameState state = null; synchronized(stateChanged) { state = this.state; } if(state == GLGameState.Running) { float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); screen.present(deltaTime); } if(state == GLGameState.Paused) { screen.pause(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } if(state == GLGameState.Finished) { screen.pause(); screen.dispose(); synchronized(stateChanged) { this.state = GLGameState.Idle; stateChanged.notifyAll(); } } }

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Conventions for search result scoring

    - by DeaconDesperado
    I assume this type of question is more on-topic here than on regular SO. I have been working on a search feature for my team's web application and have had a lot of success building a multithreaded, "divide and conquer" processing system to work through a large amount of fulltext. Our problem domain is pretty specific. Users of the app generate posts, and as a general rule, posts that are more recent are considered to be of greater relevance. Some of the data we are trying to extract from search is very specific (user's feelings about specific items or things) and we are using python nltk to do named-entity extraction to find interesting likely query terms. Essentially we look for descriptive adjective-noun pairs and generate a general picture of a user's expressed sentiment as a list of tokens. This search is intended as an internal tool for our team to draw out a local picture of sentiments like "soggy pizza." There's some machine learning in there too to do entity resolution on terms like "soggy" to all manner of adjectives expressing nastiness. My problem is I am at a loss for how to go about scoring these results. The text being searched is split up into tokens in a list, so my initial approach would be to normalize a float score between 0.0-1.0 generated off of how far into the list the terms appear and how often they are repeated (a later mention of the term being worth less, earlier more, greater frequency-greater score, etc.) A certain amount of weight could be given to the timestamp as well, though I am not certain how to calculate this. I am curious if anyone has had to solve a similar problem in a search relevance grading between appreciable metrics (frequency, term location/colocation, recency) and if there are and guidelines for how to weight each. I should mention as well that the final fallback procedure in the search is to pipe the query to Sphinx, which has its own scoring practices. Sphinx operates as the last resort in case our application specific processing can't find any eligible candidates.

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Are specific types still necessary?

    - by MKO
    One thing that occurred to me the other day, are specific types still necessary or a legacy that is holding us back. What I mean is: do we really need short, int, long, bigint etc etc. I understand the reasoning, variables/objects are kept in memory, memory needs to be allocated and therefore we need to know how big a variable can be. But really, shouldn't a modern programming language be able to handle "adaptive types", ie, if something is only ever allocated in the shortint range it uses fewer bytes, and if something is suddenly allocated a very big number the memory is allocated accordinly for that particular instance. Float, real and double's are a bit trickier since the type depends on what precision you need. Strings should however be able to take upp less memory in many instances (in .Net) where mostly ascii is used buth strings always take up double the memory because of unicode encoding. One argument for specific types might be that it's part of the specification, ie for example a variable should not be able to be bigger than a certain value so we set it to shortint. But why not have type constraints instead? It would be much more flexible and powerful to be able to set permissible ranges and values on variables (and properties). I realize the immense problem in revamping the type architecture since it's so tightly integrated with underlying hardware and things like serialization might become tricky indeed. But from a programming perspective it should be great no?

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • Boundary conditions for testing

    - by Loggie
    Ok so in a programming test I was given the following question. Question 1 (1 mark) Spot the potential bug in this section of code: void Class::Update( float dt ) { totalTime += dt; if( totalTime == 3.0f ) { // Do state change m_State++; } } The multiple choice answers for this question were. a) It has a constant floating point number where it should have a named constant variable b) It may not change state with only an equality test c) You don't know what state you are changing to d) The class is named poorly I wrongly answered this with answer C. I eventually received feedback on the answers and the feedback for this question was Correct answer is a. This is about understanding correct boundary conditions for tests. The other answers are arguably valid points, but do not indicate a potential bug in the code. My question here is, what does this have to do with boundary conditions? My understanding of boundary conditions is checking that a value is within a certain range, which isn't the case here. Upon looking over the question, in my opinion, B should be the correct answer when considering the accuracy issues of using floating point values.

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  • .NET XPath Returns No Results

    - by Stacy Vicknair
    When using XPath in .NET one of the gotchas to be aware of is that all namespaces must be named, otherwise you’ll end up with no results. Default namespaces that are specified with xmlns alone still need to be recognized in the XPath query! Say I had a bit of XML like what is returned from the QueryService web service in Sharepoint: 1: <?xml version="1.0" encoding="UTF-8"?> 2: <ResponsePacket xmlns="urn:Microsoft.Search.Response"> 3: <Response> 4: <Range> 5: ... 6: <Results> 7: <Document xmlns="urn:Microsoft.Search.Response.Document" relevance="849"> 8: ...   When consuming and navigating this response with XPath it is necessary to name all namespaces. Then those named namespaces must be used in reference to the individual element being requested (i.e. doc:Document). In VB: 1: Dim xdoc = new XPathDocument(reader) 2: Dim nav = xdoc.CreateNavigator() 3: Dim nsMgr = new XmlNamespaceManager(nav.NameTable) 4: nsMgr.AddNamespace("resp", "urn:Microsoft.Search.Response") 5: nsMgr.AddNamespace("doc", "urn:Microsoft.Search.Response.Document") 6:  7: Dim results = nav.Select("//doc:Document", nsMgr)   In C#: 1: var xdoc = new XPathDocument(reader); 2: var nav = xdoc.CreateNavigator(); 3: var nsMgr = new XmlNamespaceManager(nav.NameTable); 4:  5: nsMgr.AddNamespace("resp", "urn:Microsoft.Search.Response"); 6: nsMgr.AddNamespace("doc", "urn:Microsoft.Search.Response.Document"); 7:  8: var results = nav.Select("//doc:Document", nsMgr);

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • List has no value after adding values in

    - by Sigh-AniDe
    I am creating a a ghost sprite that will mimic the main sprite after 10 seconds of the game. I am storing the users movements in a List<string> and i am using a foreach loop to run the movements. The problem is when i run through the game by adding breakpoints the movements are being added to the List<string> but when the foreach runs it shows that the list has nothing in it. Why does it do that? How can i fix it? this is what i have: public List<string> ghostMovements = new List<string>(); public void UpdateGhost(float scalingFactor, int[,] map) { // At this foreach, ghostMovements has nothing in it foreach (string s in ghostMovements) { // current position of the ghost on the tiles int mapX = (int)(ghostPostition.X / scalingFactor); int mapY = (int)(ghostPostition.Y / scalingFactor); if (s == "left") { switch (ghostDirection) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; break; } } } } // The movement is captured here and added to the list public void captureMovement() { ghostMovements.Add(Program.form.direction); }

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  • Is SEO affected negatively by having densely encoded identifiers of content in URLs?

    - by casperOne
    This isn't about where to put the id of a piece of unique content in URLs, but more about densely packing the URL (or, does it just not matter). Take for example, a hypothetical post in a blog: http://tempuri.org/123456789/seo-friendly-title The ID that uniquely identifies this is 123456789. This corresponds to a look-up and is the direct key in the underlying data store. However, I could encode that in say, hexadecimal, like so: http://tempuri.org/75bcd15/seo-friendly-title And that would be shorter. One could take it even further and have more compact encodings; since URLs are case sensitive, one could imagine an encoding that uses numbers, lowercase and uppercase letters, for a base of 62 (26 upper case + 26 lower case + 10 digits): 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz For a resulting URL of: http://tempuri.org/8M0kX/seo-friendly-title The question is, does densely packing the ID of the content (the requirement is that an ID is mandatory for look-ups) have a negative impact on SEO (and dare I ask, might it have any positive impact), or is it just not worth the time? Note that this is not for a URL shortening service, so saving space in the URL for browser limitation purposes is not an issue.

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  • I need help with a timer for a text based game, i need to include a mysql query to it, but not sure how.

    - by Hijumper
    i would like to add a mysql query somewhere in my timer code so that everytime it restarts then 1 item would be added to the database, i can get it to show how many items you have gotten since the timer has been running, but im not quite sure how to add it into a mysql database, any help would be appreciated :D heres my timer code thus far: <head> <script type="text/javascript"> var c=10; var mineCount = 0; var t; var timer_is_on=0; function timedCount() { document.getElementById('txt').value = c; c = c - 1; if (c <= -1) { mineCount++; var _message = "You have mined " + mineCount + " iron ore" + (((mineCount > 1) ? "s" : "") + "!"); document.getElementById('message').innerHTML = _message; startover(); } } function startover() { c = 10; clearTimeout(t); timer_is_on=0; doMining(); } function doMining() { if (!timer_is_on) { timer_is_on = true; t = setInterval(function () { timedCount(); }, 1000); } } </script> <SPAN STYLE="float:left"> <form> <input type="button" value="Mining" onClick="doMining()"> <input type="text" id="txt"> </form> </SPAN> <html> <center> <div id='message'></div>

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  • Using texture() in combination with JBox2D

    - by Valentino Ru
    I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like following: void display(){ Vec2 pos = level.getLevel().getBodyPixelCoord(body); float a = body.getAngle(); // needed for rotation pushMatrix(); translate(pos.x, pos.y); rotate(-a); fill(temp); // temp is a color defined in the constructor stroke(0); beginShape(); vertex(-w/2,-h/2); vertex(w/2,-h/2); vertex(w/2,h-h/2); vertex(-w/2,h-h/2); endShape(CLOSE); popMatrix(); } Now, according to the API, I can use the texture() method inside the shape definition. Now when I remove the fill(temp) and put texture(img) (img is a PImage defined in the constructor), the stroke gets drawn, but the bar isn't filled and I get the warning texture() is not available with this renderer What can I do in order to use textures anyway? I don't even understand the error message, since I do not know much about different renderers.

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  • Getting Center and Radius of Irregural Object

    - by Moaz ELdeen
    I have drawn an asteroid object manually , and would like to get its center/radius by a specific equation. I think I can get them by calculated and hard-coded values. The code to draw the asteroid: void Asteroid::Draw() { float ratio = app::getWindowWidth()/app::getWindowHeight(); gl::pushMatrices(); gl::translate(m_Pos*ratio); gl::scale(3.5*ratio,3.5*ratio,3.5*ratio); gl::color(ci::Color(1,1,1)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,-5)); gl::drawLine(Vec2f(-10,-5),Vec2f(-5,-5)); gl::drawLine(Vec2f(-5,-5),Vec2f(-5,-8)); gl::drawLine(Vec2f(-5,-8),Vec2f(5,-8)); gl::drawLine(Vec2f(5,-8),Vec2f(5,-5)); gl::drawLine(Vec2f(5,-5),Vec2f(10,-5)); gl::drawLine(Vec2f(10,-5),Vec2f(15,0)); gl::drawLine(Vec2f(15,0),Vec2f(10,5)); gl::drawLine(Vec2f(10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-10,5),Vec2f(-10,5)); gl::drawLine(Vec2f(-15,0),Vec2f(-10,5)); gl::popMatrices(); } According to the answer I have written that code to calculate the radius, is it correct or not ? cinder::Vec2f Asteroid::getCenter() { return ci::Vec2f(m_Pos.x, m_Pos.y); } double Asteroid::getRadius() { ci::Vec2f _vec = (getCenter()- Vec2f(15,5)); return _vec.length()*0.3f; }

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Drawing two orthogonal strings in 3d space in Android Canvas?

    - by hasanghaforian
    I want to draw two strings in canvas.First string must be rotated around Y axis,for example 45 degrees.Second string must be start at the end of first string and also it must be orthogonal to first string. This is my code: String text = "In the"; float textWidth = redPaint.measureText(text); Matrix m0 = new Matrix(); Matrix m1 = new Matrix(); Matrix m2 = new Matrix(); mCamera = new Camera(); canvas.setMatrix(null); canvas.save(); mCamera.rotateY(45); mCamera.getMatrix(m0); m0.preTranslate(-100, -100); m0.postTranslate(100, 100); canvas.setMatrix(m0); canvas.drawText(text, 100, 100, redPaint); mCamera = new Camera(); mCamera.rotateY(90); mCamera.getMatrix(m1); m1.preTranslate(-textWidth - 100, -100); m1.postTranslate(textWidth + 100, 100); m2.setConcat(m1, m0); canvas.setMatrix(m2); canvas.drawText(text, 100 + textWidth, 100, greenPaint); But in result,only first string(text with red font)is visible. How can I do drawing two orthogonal strings in 3d space?

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • Why not XHTML5?

    - by eegg
    So, HTML5 is the Big Step Forward, I'm told. The last step forward we took that I'm aware of was the introduction of XHTML. The advantages were obvious: simplicity, strictness, the ability to use standard XML parsers and generators to work with web pages, and so on. How strange and frustrating, then, that HTML5 rolls all that back: once again we're working with a non-standard syntax; once again, we have to deal with historical baggage and parsing complexity; once again we can't use our standard XML libraries, parsers, generators, or transformers; and all the advantages introduced by XML (extensibility, namespaces, standardization, and so on), that the W3C spent a decade pushing for good reasons, are lost. Fine, we have XHTML5, but it seems like it has not gained popularity like the HTML5 encoding has. See this SO question, for example. Even the HTML5 specification says that HTML5, not XHTML5, "is the format suggested for most authors." Do I have my facts wrong? Otherwise, why am I the only one that feels this way? Why are people choosing HTML5 over XHTML5?

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  • How can I malloc an array of struct to do the following using file operation?

    - by RHN
    How can malloc an array of struct to do the following using file operation? the file is .txt input in the file is like: 10 22 3.3 33 4.4 I want to read the first line from the file and then I want to malloc an array of input structures equal to the number of lines to be read in from the file. Then I want to read in the data from the file and into the array of structures malloc. Later on I want to store the size of the array into the input variable size. return an array.After this I want to create another function that print out the data in the input variable in the same form like input file and suppose a function call clean_data will free the malloc memory at the end. I have tried somthing like: struct input { int a; float b,c; } struct input* readData(char *filename,int *size); int main() { return 0; } struct input* readData(char *filename,int *size) { char filename[] = "input.txt"; FILE *fp = fopen(filename, "r"); int num; while(!feof(fp)) { fscanf(fp,"%f", &num); struct input *arr = (struct input*)malloc(sizeof(struct input)); } }

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  • How do I automatically start Clamz with AMZ files for Amazon MP3 downloads?

    - by Takkat
    Chromium can open downloaded files with the default application (e.g. PDF in Evince). In my setup a downloaded .AMZ (for Amazon MP3) always opened with Gedit. However I would like to have all downloaded .amz files to autromatically open with Clamz, a command line tool for downloading that works like a charm. As in Nautilus my .amz files were associated to open with Gedit too I thought it was a good idea to add a clamz.desktop file in ~/.local/share/applications (according to this answer) [Desktop Entry] Encoding=UTF-8 Name=Clamz Comment=Open AMZ files for Amazon MP3 download Exec=/usr/bin/clamz %u Terminal=True Type=Application Icon= Categories=Application; StartupNotify=true MimeType=audio/x-amzxml; NoDisplay=true This lets me choose Clamz as default application in Nautilus. But when opening an .amz file in Nautilus it still does not open with Clamz as expected but is treated as an executable text file instead (note that the executable bit is not set!). Is there any other way to make Chromium or Nautilus always open an .amz file with Clamz? Did I miss to change setting in another place?

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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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