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  • Resolving C++ Name Collision

    - by jnm2
    InitializeQTML is a function in QTML.h. I'm writing a wrapper and I would like to use the name InitializeQTML for the wrapper function: #include <QTML.h> public class QuickTime { public: static void InitializeQTML(InitializationFlags flag) { InitializeQTML((long)flag)); }; }; How can I reference the original InitializeQTML function from inside the wrapper function and avoid the name collision without renaming the wrapper?

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  • Please help with bounding box/sprite collision in darkBASIC pro

    - by user1601163
    So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off the paddle. And yes I'm aware that the game is not yet finished. The error is on lines 39-51 EVERYTHING IS 2D. /////////////////////////////////////////////////////////// // // Project: Pong // Created: Friday, August 31, 2012 // Code: Brandon Spaulding // Art: Brandon Spaulding // Made in CIS lab at CPAVTS // Pong art and code © Brandon Spaulding 2012-2013 // ////////////////////////////////////////////////////////// y=150 x=0 ay=150 ax=612 ballx=300 bally=200 ballx_DIR=1 bally_DIR=1 hide mouse set global collision on //objectnumber=10 //make object box objectnumber,5,150,0 do load image "media\paddle1.png",1 load image "media\paddle2.png",2 load image "media\ball.png",3 sprite 1,x,y,1 sprite 2,ax,ay,2 sprite 3,ballx,bally,3 if upkey()=1 then y = y - 4 if downkey()=1 then y = y + 4 //num_1 = sprite collision(1,0) //num_2 = sprite collision(2,0) num_3 = sprite collision(3,0) for t=1 to 2 //ball&paddle collision if num_3 > 0 if bally_DIR=1 bally_DIR=0 else bally_DIR=1 endif if ballx_DIR=0 ballx_DIR=1 else ballx_DIR=0 endif endif //if bally > 1 and bally < 500 then bally=bally + 2.5 if bally_DIR=1 bally=bally-2.5 if bally<-2.5 bally_DIR=0 endif else bally=bally+2.5 if bally>452.5 bally_DIR=1 endif endif if ballx_DIR=1 ballx=ballx-2.5 if ballx<-2.5 ballx_DIR=0 endif else ballx=ballx+2.5 if ballx>612 ballx_DIR=1 endif endif //bally = bally + t //if bally < 600 or bally > 1 then bally = bally - 2.5 //if ballx < 400 or ballx > 1 then ballx = ballx + 2.5 //move sprite 3,1 next t if escapekey()=1 then exit loop end Thank you in advance for the help.

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • melonJS: Entity and solid block on collision layer

    - by Arthur Halma
    Actually I have my player entity with 64x64 sprite animation and 18x60 hitbox also the map is maded by 16x16 tiles. When my player goes some way he can pass through blocks (but not all of them). For example there are 4 situations: Good (player can't pass the tile with isSolid property on collision layer) Good (player can't pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Bad (player pass the tile with isSolid property on collision layer) Looks like melonJS checks only corners of hitbox instead of whole rectangle. Can anyone help me in this situation.

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  • Is it possible do have a bigger resolution in a 22" FullHD VGA screen?

    - by Igoru
    I'm using a 13" laptop with FullHD (1920x1080) resolution and an external screen with FullHD resolution too, but of 22". It's quite strange to have a much bigger screen with the same "area space", and I was thinking about manually adding a custom resolution to linux config. I know how to do that, but I'm not sure about a good resolution to setup. Any ideas? Any "don't do that please" answer? If yes, why?

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  • c# resize window over display resolution

    - by Sebastian
    I am total newbie in .Net programming so be patient, please ;-). I have problem with resizing window. I want to resize from my app other app's window and take screenshot of it. I do resizing based on this example: http://blogs.geekdojo.net/richard/archive/2003/09/24/181.aspx. But I have a problem. I work on a laptop with 1024x640 pixels screen resolution but I want to resize my window to 1200x1600 px. I can't do that couse display limitations. Is there any tricky solution to resize window for this resolution and take a screenshot of whole window? I've alos tried Sdesk program witch is suggested here: http://stackoverflow.com/questions/445893/create-window-larger-than-desktop-display-resolution. Any help?

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  • Log with timestamps that have millisecond accuracy & resolution in Windows C++

    - by Psychic
    I'm aware that for timing accuracy, functions like timeGetTime, timeBeginPeriod, QueryPerformanceCounter etc are great, giving both good resolution & accuracy, but only based on time-since-boot, with no direct link to clock time. However, I don't want to time events as such. I want to be able to produce an exact timestamp (local time) so that I can display it in a log file, eg 31-12-2010 12:38:35.345, for each entry made. (I need the millisecond accuracy) The standard Windows time functions, like GetLocalTime, whilst they give millisecond values, don't have millisecond resolution, depending on the OS running. I'm using XP, so I can't expect much better than about a 15ms resolution. What I need is a way to get the best of both worlds, without creating a large overhead to get the required output. Overly large methods/calculations would mean that the logger would start to eat up too much time during its operation. What would be the best/simplest way to do this?

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  • Resolution Independent Control Size

    - by ryanlancer
    Hi, I am developing a program for converting videos for mobiles for eg converting mkv,avi,flv,ogg file to mp4 files.I have to display a preview window which should have the mobile specific dimension for eg. Sony Ericsson has 176 pixels x 220 pixels. My screen resolution is 1600x900 and when I change to some other resolution say 1024x768 for testing the preview window size changes. Can anyone suggest me how can I fix this. SUMMARY:When screen resolution is changed my preview window size should remain same(like if I measure using a scale along the screen). thanks.

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • 2D collision detection and stuff with OpenGL

    - by shinjuo
    I am working on a simple 2D openGL project. It contains a main actor you can control with the keyboard arrows. I got that to work okay. What I am wanting is something that can help explain how to make another actor object follow the main actor. Maybe a tutorial on openGL. The three main things I need to learn are the actor following, collision detection, and some kind of way to create gravity. Any good books or tutorials to help get me in the right direction would be great.

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  • wheel of fortune collision detection

    - by Andrew
    Hey, I have a wheel segmented into 8 pie pieces, and a picker that is pointing at the currently selected segment (think wheel of fortune). I want to highlight the currently selected segment, and so have started to use Chipmunk to construct the 8 segments, attached to a rotating body, and then the picker that is put in a position to collide with each of the segments. The trick is, how do you allow the picker to pass over top of the segments, while still getting the collision, but not actually colliding and slowing down the wheel? I haven't started down this path yet, but thought this may solve the problem: removing the colliding segment and then putting it back after the picker has started colliding with another segment a bit away (like two segments away). There may be a much simpler solution not even involving Chipmunk that I haven't thought of. Thanks, Andrew

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  • I can't get over a resolution of 640x480 after upgrading to 12.04, how can I fix it?

    - by Sandeep Srivastava
    Ever since I upgraded to 12.04 my screen resolution has gone down to 640 x 480, even though I had higher resolutions before. My xrand output looks as below : sandeep@sandeep-desktop:~$ xrandr xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 640 x 480, maximum 640 x 480 default connected 640x480+0+0 0mm x 0mm 640x480 0.0* How can I get higher resolutions, I know that my monitor support higher resolutions.

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  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

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  • Using glRotate and glTranslate with collision detection.

    - by Cetra
    Hey guys, Say I use glRotate to translate the current view based on some arbitrary user input (i.e, if key left is pressed then rtri+=2.5f) glRotatef(rtri,0.0f,1.0f,0.0f); Then I draw the triangle in the rotated position: glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); // Finished Drawing The Triangle How do I get the resulting translated vertexes for use in collision detection? Or will I have to manually apply the transform myself and thus doubling up the work? The reason I ask is that I wouldn't mind implementing display lists.

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  • Pygame - Different sided collision question!

    - by Alex Lockwood
    Hi there everyone! I'm making a Pygame of, basically, "Breakout". I'm using collisions, and want a simple way to have different bounce effects of the different sides of one rectangle. What I currently have for the ball-to-bat collision is this: "dot" = ball; "bat" = bat; so you all understand. if dot.rect.colliderect(bat.rect):<br> dot.dy *= -1 I'd like something that interacts with each side, so could reverse the self.dx value of the ball when it hits the side of the bat, and only reversing the self.dy value when it strikes the top. Thanks!!! :D

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • Host name resolution on a home network

    - by Kris
    Hi, I have several machines (both virtual and physical) in my internal network at home. Currently I have to connect via 1P addresses. The one main machine I connect with to all the other machines is running Windows Vista. Is there a way I can have some sort of DNS capability inside my network as well so I can refer to these machines with a name? I think this would be a common problem in most households (running a few computers) and I think there might be some simple solutions out there. This would be something most routers should support out of the box - but why don't they? Can anyone recommend some of these or an easy way to accomplish this?

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  • Host name resolution on a home network

    - by Kris
    Hi, I have several machines (both virtual and physical) in my internal network at home. Currently I have to connect via 1P addresses. The one main machine I connect with to all the other machines is running Windows Vista. Is there a way I can have some sort of DNS capability inside my network as well so I can refer to these machines with a name? I think this would be a common problem in most households (running a few computers) and I think there might be some simple solutions out there. This would be something most routers should support out of the box - but why don't they? Can anyone recommend some of these or an easy way to accomplish this?

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  • Using native resolution on external display results in stretched, out of bounds image

    - by Roni Yaniv
    I have an HP min 311 netbook with Windows XP, which I've connected to a Samsung SyncMaster 2043BW display via the supplied analog cable. The external display's native res is 1680x1050, which the netbook's ION GPU supports. I've configured the external display as the single display (no cloning or any such fancy stuff). However, once I set the native res, the image just stretches out. It looks squashed, and it goes outside the monitor's edges. In contrast, lower resolutions manage to stay within the monitor's display edges, though obviously they are skewed in some way (vertically or horizontally). BTW, the only res which seems to be displayed relatively clearly (it's the least blurry) is 1280x720. I tried looking all over the web for an explanation/advice but could not find any. I already played with the settings on the external display itself several times. So either it's not that, or I missed something. Has someone run into this issue? I need help.

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