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Search found 1061 results on 43 pages for 'movement'.

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  • Collisions and Lists

    - by user50635
    I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * seconds_passed * velocity * speed. Input changes velocity and is normalized if 1. This method works well with just one object comparison, however I pass a list or a for loop to the collision detector and velocity gets changed back to a non zero when the list hits an object that passes the test and the object can pass through. Any solutions would be much appreciated. Side note is there a more proper way to simulate movement?

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Basic/research RTS engine/model

    - by XTF
    Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and Stratagus, but those are real game engines and may not be the best to experiment with and learn from. Ideally the docs for the model would answer questions like: How exactly do units move? (constant velocity? constant acceleration? constant force?) How is pathfinding handled? Does every grid cell become an A* graph node (may be expensive)? Does it consider threats? How are groups handled? (w.r.t pathfinding and movement) How is combat handled? I'm mostly interested in the low-level model details (for now), not the graphics etc. I've read a lot of the other quesions (and answers/references) tagged RTS but I haven't found my answer yet.

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • Silverlight animation not smooth

    - by Andrej
    Hi, When trying to animate objects time/frame based in Silverlight (in contrast to using something like DoubleAnimation or Storyboard, which is not suitable e.g. for fast paced games), for example moving a spaceship in a particular direction every frame, the movement is jumpy and not really smooth. The screen even seems to tear. There seems to be no difference between CompositionTarget and DistpatcherTimer. I use the following approach (in pseudocode): Register Handler to Tick-Event of a DispatcherTimer In each Tick: Compute the elapsed time from the last frame in milliseconds Object.X += movementSpeed * ellapsedMilliseconds This should result in a smooth movement, right? But it doesn't. Here is an example (Controls: WASD and Mouse): Silverlight Game. Although the effect I described is not too prevalent in this sample, I can assure you that even moving a single rectangle over a canvas produces a jumpy animation. Does someone have an idea how to minimize this. Are there other approaches to to frame based animation exept using Storyboards/DoubleAnimations which could solve this? Edit: Here a quick and dirty approach, animating a rectangle with minimum code (Controls: A and D) Animation Sample Xaml: <Grid x:Name="LayoutRoot" Background="Black"> <Canvas Width="1000" Height="400" Background="Blue"> <Rectangle x:Name="rect" Width="48" Height="48" Fill="White" Canvas.Top="200" Canvas.Left="0"/> </Canvas> </Grid> C#: private bool isLeft = false; private bool isRight = false; private DispatcherTimer timer = new DispatcherTimer(); private double lastUpdate; public Page() { InitializeComponent(); timer.Interval = TimeSpan.FromMilliseconds(1); timer.Tick += OnTick; lastUpdate = Environment.TickCount; timer.Start(); } private void OnTick(object sender, EventArgs e) { double diff = Environment.TickCount - lastUpdate; double x = Canvas.GetLeft(rect); if (isRight) x += 1 * diff; else if (isLeft) x -= 1 * diff; Canvas.SetLeft(rect, x); lastUpdate = Environment.TickCount; } private void UserControl_KeyDown(object sender, KeyEventArgs e) { if (e.Key == Key.D) isRight = true; if (e.Key == Key.A) isLeft = true; } private void UserControl_KeyUp(object sender, KeyEventArgs e) { if (e.Key == Key.D) isRight = false; if (e.Key == Key.A) isLeft = false; } Thanks! Andrej

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  • Anonymous methods/functions: a fundamental feature or a violation of OO principles?

    - by RD1
    Is the recent movement towards anonymous methods/functions by mainstream languages like perl and C# something important, or a weird feature that violates OO principles? Are recent libraries like the most recent version of Intel's Thread Building Blocks and Microsofts PPL and Linq that depend on such things a good thing, or not? Are languages that currently reject anonymous methods/functions, like Java, making wise choices in sticking with a purely OO model, or are they falling behind by lacking a fundamental programming feature?

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  • Allow horizontal scrolling only in the core-plot barchart?

    - by Madhup
    Hi all, I am using core-plot lib to draw bar charts in my app like this My problem is that i want the enabling of grapgh movement only in horizontal direction so that I can see the records for a long period of time, But the problem is that i just wnt to keep the y axis fixed to its place, How can i do this? Waiting for help....

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • iPhone Objective-C Simplest Way to get a stock quote

    - by norskben
    Hi guys Im wondering what is the simplest way to get the current price of a stock from say yahoo finance (or similar) in objective-C For the iPhone SDK. Simple is the key, I am looking for current price, and days movement. I havent had much luck finding an iPhone code example or library. regards

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  • in flashbuilder (flex 4) select enclosing element

    - by core07
    Seems Adobe ignores strong movement now towards the productive programming. E.g. flash builder ide lacks keyboard shortcuts that are very useful in eclipse. If code templates, extract method, extract local variables are covered by some not-free plugins (and not cheap) like source mate, expanding selection to enclosing element I cannot find how to enable. Maybe you guys know some plugins doing that? Usually in eclipse it is Alt Shift Up to select enclosing block.

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  • How to get cursor to follow text when reading a web page?

    - by Jack BeNimble
    I know this isn't strictly program related, but I think I've seen this answer on SO before and lost track of it. The specific question has to do with reading an electronic document. I find it helpful to move the cursor across the words as I'm reading them. This works great with Word documents, but I'm unable to do it with web pages. Is there a way to make a web page see and respond to cursor movement?

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  • Motion detection of a specific object in .net

    - by abinop
    I need to make a .net application where I must detect a specific object the user is holding, using a camera. If the object must have some specific characteristics so that it can be easily recognized and detected from the surrounding space, please give me some tips (ex a green cube?) What would be the best technique/.net library to use? I need to translate in realtime the user's hand movement and display an animation on screen accordingly.

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  • physics game programming box2d - orientating a turret-like object using torques

    - by egarcia
    This is a problem I hit when trying to implement a game using the LÖVE engine, which covers box2d with Lua scripting. The objective is simple: A turret-like object (seen from the top, on a 2D environment) needs to orientate itself so it points to a target. The turret is on the x,y coordinates, and the target is on tx, ty. We can consider that x,y are fixed, but tx, ty tend to vary from one instant to the other (i.e. they would be the mouse cursor). The turret has a rotor that can apply a rotational force (torque) on any given moment, clockwise or counter-clockwise. The magnitude of that force has an upper limit called maxTorque. The turret also has certain rotational inertia, which acts for angular movement the same way mass acts for linear movement. There's no friction of any kind, so the turret will keep spinning if it has an angular velocity. The turret has a small AI function that re-evaluates its orientation to verify that it points to the right direction, and activates the rotator. This happens every dt (~60 times per second). It looks like this right now: function Turret:update(dt) local x,y = self:getPositon() local tx,ty = self:getTarget() local maxTorque = self:getMaxTorque() -- max force of the turret rotor local inertia = self:getInertia() -- the rotational inertia local w = self:getAngularVelocity() -- current angular velocity of the turret local angle = self:getAngle() -- the angle the turret is facing currently -- the angle of the like that links the turret center with the target local targetAngle = math.atan2(oy-y,ox-x) local differenceAngle = _normalizeAngle(targetAngle - angle) if(differenceAngle <= math.pi) then -- counter-clockwise is the shortest path self:applyTorque(maxTorque) else -- clockwise is the shortest path self:applyTorque(-maxTorque) end end ... it fails. Let me explain with two illustrative situations: The turret "oscillates" around the targetAngle. If the target is "right behind the turret, just a little clock-wise", the turret will start applying clockwise torques, and keep applying them until the instant in which it surpasses the target angle. At that moment it will start applying torques on the opposite direction. But it will have gained a significant angular velocity, so it will keep going clockwise for some time... until the target will be "just behind, but a bit counter-clockwise". And it will start again. So the turret will oscillate or even go in round circles. I think that my turret should start applying torques in the "opposite direction of the shortest path" before it reaches the target angle (like a car braking before stopping). Intuitively, I think the turret should "start applying torques on the opposite direction of the shortest path when it is about half-way to the target objective". My intuition tells me that it has something to do with the angular velocity. And then there's the fact that the target is mobile - I don't know if I should take that into account somehow or just ignore it. How do I calculate when the turret must "start braking"?

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  • Delay keyboard input help

    - by Stradigos
    I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer. In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0. In the HandleInput method I've changed the Key.Right button press to: if (keyboardState.IsKeyDown(Keys.Left)) movement.X -= 50; if (keyboardState.IsKeyDown(Keys.Right)) { elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime <= 0) { movement.X += 50; elapsedTime = 10; } } else { elapsedTime = 0; } The pseudo code: If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay). If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more. The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work. CLARIFICATION Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width. EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.

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  • CSS: achieving TWO-WAY infinite scroll with mouse drag

    - by Miguel Ping
    Hi, I'm trying to create an infinite scroll component. I'm using this site as a tutorial, but it seems that I can only get the infinite scroll on one way, because when I add elements to the leftmost side, the scrollLeft property auto-adjusts thus the page gets a quirky scroll, jumping instead of making a smooth movement. Is there any way of achieving infinite scroll both-ways? I don't plan to use scrolling buttons, just mouse drag for moving the scroll view.

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  • UIView animation along a round path?

    - by david
    I need to make my little guy (in a UIIamgeView) jump forward and it has to look natural. I want to know is there a way to do it with CoreAnimation (beginAnimation/commitAnimation)? I could do it by setting a point in between in the air but the movement looks not natural :P

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  • How can I make a product showcase in Silverlight?

    - by John McClane
    I can place a couple of buttons in Silverlight, but I'm not that experienced with the Silverlight tools and capabilities. What do you think I should use to create something like this? The control would have to pull and ID from the database and according to that place an image asociated with the record. I need it to be animated with some crispy movement. How can I achieve this?

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  • flash game lags every 20 seg

    - by ZoserLock
    My game has delta time for frame independent movement, at 250 fps run perfectly smooth, but if i limit the fps to 60, the game slow down for a 2-4 seg every 20 seg aprox, even in small programs i have this same problem. no memory is created or released i comment everything i can and the problem persist thanks and sorry for my english

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  • How To use Android Accelerometer Detection

    - by Rakesh
    Hello Sir,i want to know how to calculate the accelerometer movement.When i place the mobile horizontally in idle state and similarly when i place the mobile in hands,So there accelerometer value change when it is place horizontally or while it is in hand vertically.How To Identify them,Any Sample Codes will be useful Regards Rakesh Shankar.P

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  • 3d engine with telnet access

    - by zaf
    Does anyone know of a open source 3d engine which can be operated via telnet? What I'm looking for is scripting via a socket connection. To allow for world creation and/or camera movement. Does anybody know of any that has this built in or very, very easy to add as a plugin or script? The platform is not crucial.

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