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  • How do we, as a community, help encourage programming in public schools? (Or state Schools for the U

    - by NoMoreZealots
    PRIMARY MOTIVATION My office gets involved with the "First Robotics" competitions and one thing that lingers year to year is the students typically have no preparation for doing even simple programming as part of the public schools system. While the science classes provide some basic grasp of mechanical and electrical concepts, by in large computer programming gets no coverage from the curriculum. (This my be different in other areas of the country/world.) What makes it worse is there is only a short period of time you have to prepare the student's and help them design the robot. Talking to some professors from local colleges, it's a problem because you can't assume even the most basic understanding for freshman CS majors. Languages like Python, Lua and BASIC are simple enough for at least high school level students, if not younger. SCOPE So how do you get public schools to support a programming, at least to the level of "Try it in BASIC" examples that used to be at the end of a chapter in my Algebra book? At least enough to prepare them for event's such as the FIRST Robotic competitions. Which the primary objectives are to teach problem solving and team work, and to possible foster an interest in Math, Science and Engineering in general. (Not force feed to them, as some people her seem to be implying.) Edit: Why teach kids: (Since 2000 CS enrollment in US colleges has decreased by 70% while college enrollment has increased, this is a PROBLEM.) Saying there is no value in teaching someone programming in Jr./High school because they might think "they know programming." Is like saying there's no value in teaching High school science and physics, because they might decide they "know physics." Leading to abuse like: "I passed a high school physics class, I'm going to develop a Unified Quantum Gravitational Theory." Better Prepared students are better students. Instead it would allows college programs to raise the bar on the entry level courses, allowing students to be weeded out based on their understanding of more advanced material. Plus people who did poorly in that in topic in High school aren't as likely to say "I think there's money in computer's so I'll computer science." Plus if people take it in high school and decide THEN that it's not for them, it's better than them wasting their money to PAY a college to figure that out. The result is that people who take the degree are more likely to succeed and be there for the RIGHT reasons. (i.e. It's what they REALLY want to do. And that's REALLY the key to being good at anything.) Programming is like anything else, the more practice and genuine interest you have the better you get. If you start them later, they get less practice. The earlier give them the opportunity to start, the more practice they will get. All other things equal, the more practice the better the programmer.

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  • Lucene.Net - How to treat a space-seperated phrase as a single token?

    - by Gareth D
    I've implemented a search facility using Lucene.Net. The index includes UK academic qualifications, including "A Level". I'd like the users to be able to search using the phrase "A Level", but using the Standrad Analyser the "A" is stripped out as a stop-word and therefore only "Level" is indexed/searched. What's my best option to work around this? I'm guessing I need to somehow tokenise "A Level" to "A-Level" or similar by creating a custom analyser. Is this the best approach? Note that I want don't want the whole search to be a phrase query. i.e. in my search box I want the user to be able to enter <"A Level" AND English Maths Physics and this would return any with "A Level" and either of English MAths or Physics. Question updated to reflect this.

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  • Silverlight Cream for March 20, 2010 -- #815

    - by Dave Campbell
    In this Issue: Andy Beaulieu(-2-, -3-), Alex Golesh, Damian Schenkelman, Adam Kinney(-2-), Jeremy Likness, Laurent Bugnion, and John Papa. Shoutouts: Adam Kinney has a good summary up of where to go for all the tools and toys: Install checklist for Silverlight 4 RC, Blend 4 Beta and Windows Phone Developer tools from MIX10 ... tons of links Laurent Bugnion had a few announcements at MIX10: MVVM Light V3 released at #MIX10, and he followed that with What’s new in MVVM Light V3 ... now for Windows Phone! Laurent Bugnion also has announced Sample code for my #mix10 talk online From SilverlightCream.com: Physics Games in Silverlight on Windows Phone 7 Andy Beaulieu has the Physics Helper working for WP7 already... read his post, check out all the links and get going on something fun... was great seeing you at MIX, too, Andy! Silverlight 4: GPU Accelerated PlaneProjection Andy Beaulieu has a comparison up of Plane Projection with and without the new GPU acceleration... be sure to read his notes section. Silverlight 4 PathListBox for Motion Path Animation Have you heard of the PathListBox? Well, showing is better than telling, so check out Andy Beaulieu's post on it Silverlight at Windows Phone 7 Alex Golesh has a quick overview on developing a Windows Phone 7 app in Silverlight using the new toys, and executiting it in the emulator Prism v2.1: Creating a Region Adapter for the Accordion control Damian Schenkelman shows how to use the Accordian control from the toolkit as a region in a Prism app. Expression Blend 4 Beta Feature Overview available for download Adam Kinney announced the presence of an Expression Blend whitepaper as well... you should go grab that too .toolbox – Free online Silverlight and Expression Blend training Want to improve your Silverlight chops or gain some Expression Blend chops? Check out .toolbox post that Adam Kinney posted Introducing the Visual State Aggregator Jeremy Likness describes the basic panel A/panel B problem, describes ways he and other folks have flipped between them, then describes his Visual State Aggregator ... and it's downloadable for you to give it a dance! Multithreading in Windows Phone 7 emulator: A bug Laurent Bugnion found a bug wit multi-threading on the Windows Phone emulator. He confirmed this with the team, and has a workaround you'll be needing... thanks Laurent. Silverlight Overview - Technical Whitepaper John Papa has reiterated the existence of this Silverlight 4 whitepaper ... it was updated this week, and we all should be aware of it. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • CodePlex Daily Summary for Saturday, March 20, 2010

    CodePlex Daily Summary for Saturday, March 20, 2010New ProjectsaMaze Mapa Generator: Parte do Projeto aMazeASP.Net RIA Controls: Simple ASP.Net server controls to integrate Flash and Silverlight controls into your web applications. Included controls don't use any JavaScript,...BMap.NET: BMaps.NET is a .NET application written in C#, for access Bing Maps from your computer without web browsers. With it you can access to Bing Maps an...DaliNet: A .NET API for the Tridonic.Atco DALI USB device.Fabrica7: This is the main project of Fabrica 7 Corp.Image Ripper: A Winform application parse & fetch various HD pictures in specific photo galleries.IoCWrap: Provides interfaces which wrap various IoC container implementations so that it is possible to switch to a different provider without changing any ...NetSockets: NetSockets is a .NET class library that provides easy-to-use, multi-threaded, event-based, client and server network communication.Network Backup: Network Backup is a home and small company backup solution for workstations and a backup server. It incorporates a backup service, scheduler, data ...NUnit.Specs: Specification extensions for NUnit.Nutrivida: Sistema para avaliação de especialização.OHTB Snake: OHTB Snake is a multiplayer game. In this incarnation, snakes may eat 3 types of powerups: standard berries, causing them to grow; sawberries, caus...Playground TDrouen: Tjerk's PlaygroundPower Plan Chooser: This is my first endeavor into a C# Windows application with XAML. The program sits in the notification area (task bar) and lets you quickly activa...Search IMDB in C#: In lack of an IMDB API most of us resort to screen scraping utilities to query the Internet Movie Database. This one is written in C# (.NET 2.0 sta...SIGPRO Desktop: FUNCERNSql2008 PerfMonCounter Fix: Small console application to Fix the SQL 2008 Express Edition installation error: Pequena aplicação para Corrigir o seguinte erro de Instalação do...TwiztedTracker: TwiztedTracker designed to make your bug tracking easy.UmbracoXsltLogHelper: I needed a way to easily add log rows from my xslt macros, and added a single-line-extension for that reason. Then I played around with the umbraco...VisualStock: VisualStock is stock data visualization, analysis application build on the Micorsoft Composite Application Library.WHS File Mover: A Windows Home Server Plugin to move files from a local directory ("drop" or "staging" directory to a folder share)XML based Content Deployment in SharePoint: XML based Content Deployment in Sharepoint helps you to easy deploy content into SharePoint, including webs, lists, items, files and folder. You wi...New ReleasesASP.Net RIA Controls: Version 1.0 Beta: The first functionnal version.BMap.NET: BMap.NET 1: This is the 1st version of BMap.NETDigital Media Processing Project 1: Image Processor: Image Processor 1.0: All features implemented. Added: clipping imageFamily Tree Analyzer: Version 1.3.1.0: Version 1.3.1.0 Added a cancel button to marriage and children IGI Searches Opening Results window now automatically shows first record Updated IGI...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts 3.0.5 Released: Hi, This release contains fix for the following bug: * Chart threw exception if ZoomingEnabled property was set to True at real-time. You ca...Homework Helper: Homework Helper v.1.1: Sorry but the latest release didn't seem to be the latest. This should be the right one!Image Ripper: Image Ripper: Image Ripper based on HtmlAgilityPack and GData library.ManPowerEngine: 0.1: UpdatesSound System added. Bitmap Collider in Physics System works now. Improved the performance of HTTP download in images Physics Framework...NIPO Data Processing Component Framework: NIPO 1.0: The first release of NIPO. Includes the NIPO binary dll and documentation. This release does not include a starter application since it is still in...patterns & practices SharePoint Guidance: SPG2010 Drop7: SharePoint Guidance Drop Notes Microsoft patterns and practices ****************************************** ***************************************...Photosynth Point Cloud Exporter: Photosynth Point Cloud Exporter 1.0.2: Photosynth webservice reference updated to work with the new site OBJ file format support added (Note: this format doesn't support vertex colors)Power Plan Chooser: Power Plan Chooser 1.0.0: Power Plan Chooser is a small utility that sits in the notification area (task bar) in Windows 7 and allows the user to quickly activate one of the...Restart Explorer: RestartExplorer Release 1.00.0001: Initial release: Start, stop and restart Windows Explorer with this utility.Search IMDB in C#: Search IMDB 1.0: Source code included with compiled example.SIMD Detector: 3rd Release: Added Intel AES instruction check Added a CSharp Winform NetSIMDDetector application. Changes the red ball and green ball images to red cross a...Sql2008 PerfMonCounter Fix: Sql2008FIx_PerfMonCounter.zip: Small console application to Fix the SQL 2008 Express Edition installation error: http://support.microsoft.com/kb/300956 Rule Name PerfMonCounter...UmbracoXsltLogHelper: 0.9 Working Beta: First version. XsltLogHelper09 is the installable package.VCC: Latest build, v2.1.30319.0: Automatic drop of latest buildWCF RIA Services Contrib: RIA Services Contrib RC Release: This version is recompiled against the RC release of WCF RIA Services.XML based Content Deployment in SharePoint: SPContentDeployment 1.0.0.0: The first link contains the resources and a sample project. The second link contains everything included in the first package and an additional fo...Yet Another GPS: YAGPS Alfa.2: Yet another GPS tracker is a very powerful GPS track application for Windows Mobile Speed Guage, Sat Count number, KML for google map file formatZGuideTV.NET: ZGuideTV.NET 0.92: Vendredi 19 mars 2010 (ZGuideTV.NET bêta 9 build 0.92) - English below Corrections : - Gestion de certains contrôles dans l'écran principal. - Div...Most Popular ProjectsMetaSharpRawrWBFS ManagerSilverlight ToolkitASP.NET Ajax LibraryMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitLiveUpload to FacebookWindows Presentation Foundation (WPF)ASP.NETMost Active ProjectsLINQ to TwitterRawrOData SDK for PHPjQuery Library for SharePoint Web ServicesDirectQPHPExcelpatterns & practices – Enterprise LibraryBlogEngine.NETFarseer Physics EngineNB_Store - Free DotNetNuke Ecommerce Catalog Module

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  • Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit

    Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit Ray Cromwell, Philip Rogers GWT does more than make awesome Enterprise Apps, it's a great tool for games too. Learn to write 2D and 3D games using HTML5 and GWT, leverage and port existing game libraries and physics engines, share game code between GWT and Android, publish to the Chrome Web Store, and of course, see demos of really neat GWT games in action. From: GoogleDevelopers Views: 14283 176 ratings Time: 44:59 More in Science & Technology

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  • Silverlight Cream for March 14, 2011 -- #1060

    - by Dave Campbell
    In this Issue: Lazar Nikolov, Rudi Grobler, WindowsPhoneGeek, Jesse Liberty, Pete Brown, Jessica Foster, Chris Rouw, Andy Beaulieu, and Colin Eberhardt. Above the Fold: Silverlight: "A Silverlight Resizable TextBlock (and other resizable things)" Colin Eberhardt WP7: "Retrofitting the Trial API" Jessica Foster Shoutouts: Rudi Grobler has a post up that's not Silverlight, but it's cool stuff you may be interested in: WPF Themes now available on NuGet From SilverlightCream.com: Simulating rain in Silverlight Lazar Nikolov has a cool tutorial up at SilverlightShow... Simulating rain. Nice demo near to top, and source code plus a very nice tutorial on the entire process. Making the ApplicationBar bindable Rudi Grobler has a couple new posts up... first this one on making the WP7 AppBar bindable... he's created 2 simple wrappers that make it possible to bind to a method... with source as usual! All about Splash Screens in WP7 – Creating animated Splash Screen WindowsPhoneGeek's latest is about splash screens in WP7, but he goes one better with animated splash screens. Lots of good information including closing points in more of a FAQ-style listing. Testing Network Availability Jesse Liberty's latest is on testing for network availability in your WP7 app. This should be required reading for anyone building a WP7 app, since you never know when the network is going to be there or not. Lighting up on Windows 7 with Native Extensions for Microsoft Silverlight Pete Brown's latest post is about the Native Extensions for Microsoft Silverlight or NESL library. Pete describes what NESL is, a link to the library, installing it, and tons more information. If you wanna know or try NESL... this looks like the place to start. Retrofitting the Trial API Jessica Foster paused on the way to shipping her WP7 app to add in the trial API code. Check out what she went through to complete that task, as she explains the steps and directions she took. Good description, links, and code. WP7 Insights #2: Creating a Splash Screen in WP7 In the 2nd post in his series on WP7 development, Chris Rouw is discussing a WP7 splash screen. He gives some good external links for references then gets right into discussing his code. Air Hockey for Windows Phone 7 Andy Beaulieu shares a tutorial he wrote for the Expression Toolbox site, using the Physics Helper Library and Farseer Physics Engine -- an Air Hockey game for WP7. A Silverlight Resizable TextBlock (and other resizable things) I think Michael Washington had the best comment about Colin Eberhardt's latest outing: "Another WOW example" ... drop this in the pretty darn cool category: an attached behavior that uses a Thumb control within a popup to adorn any UI element to allow the user to resize it! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Why is Software Engineering not the typical major for future software developers?

    - by FarmBoy
    While most agree that a certain level of Computer Science is essential to being a good programmer, it seems to me that the principles of good software development is even more important, though not as fundamental. Just like mechanical engineers take physics classes, but far more engineering classes, I would expect, now that software is over a half century old, that software development would begin to dominate the undergraduate curriculum. But I don't see much evidence of this. Is there a reason that Software Engineering hasn't taken hold as an academic discipline?

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Visualization tools for physical simulations

    - by Nick
    I'm interested in starting some physics simulations and I'm getting hung up on the visualization side of things. I have lots of resources for reading how to implement the simulation itself but I'd rather not learn two things at once - the simulation part and a new complex visualization API. Are there any high-level visualization tools that are language independent? I understand that I'll have to learn some new code for visualization but I'd like to start at a high level, OpenGL is my long-term goal and not my prototype goal.

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  • Silverlight Cream for June 15, 2010 - 2 -- #883

    - by Dave Campbell
    In this Issue: Vibor Cipan, Chris Klug, Pete Brown, Kirupa, and Xianzhong Zhu. Shoutouts (thought I gave up on them, didn't you?): Jesse Liberty has the companion video to his WP7 OData post up: New Video: Master/Detail in WinPhone 7 with oData Michael Scherotter who made the first Ball Watch SL1 app back in the day, has a Virtual Event: Creating an Entry for the BALL Watch Silverlight Contest... sounds like the thing to do if you want in on this :) Even if you don't speak Portuguese, you can check this out: MSN Brazil Uses Silverlight to Showcase the 2010 FIFA World Cup South Africa Erik Mork and crew have their latest up: This Week in Silverlight – Teched and Quizes Michael Klucher has a post up to give you some relief if you're having Trouble Installing the Windows Phone Developer Tools Portuguese above and now French... Jeremy Alles has a post up about [WP7] Windows Phone 7 challenge for french readers ! Just a note, not that it makes any difference, but Adam Kinney turned @SilverlightNews over to me today. I am the only one that has ever posted on it, but still having it all to myself feels special :) From SilverlightCream.com: Silverlight 4 tutorial: HOW TO use PathListBox and Sample Data Crank up that new version of Blend and follow along with Vibor Cipan's PathListBox tutorial ... oh, and sample data too. Cool INotifyPropertyChanged implementation Chris Klug shows off some INotifyPropertyChange goodness he is not implementing, and credits a blog by Manuel Felicio for some inspiration. Check out that post as well... I've tagged his blog... I needed *another* one :) Silverlight Tip: Using LINQ to Select the Largest Available Webcam Resolution With no Silverlight Tip of the Day today, Pete Brown stepped up with this tip for finding the largest available webcam resolution using LINQ ... and read the comment from Rene as well. Creating a Master-Detail UI in Blend Kirupa has a very nice Master/Detail UI post up with backrounder info and the code for the project. There's a running example in the post for you to get an idea what you're learning. Get started with Farseer Physics 2.1.3 in Silverlight 3 Xianzhong Zhu has a Silverlight 3 tutorial up for Farseer Physics 2.1.3 ... might track for Silverlight 4, but hey, WP7 is kinda/sort Silverlight 3, right? ... lots of code and external links. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Using XNA to learn to build a game, but wanna move on [closed]

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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  • How is this lighting effect done?

    - by Mike
    This is the most beautiful 2d lighting I have ever seen. Does anyone know how he went about doing it? http://www.youtube.com/watch?v=BIQRhOFkvQY http://www.youtube.com/watch?v=tnTYXPuecMs http://www.youtube.com/watch?v=rhC_jVM8IYU http://www.youtube.com/watch?v=_Aw5BdjWqqU Or download it here: http://grantkot.com/PollutedPlanet/publish.htm edit: I am not asking how the particles are simulated; I don't care about the physics.

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  • Current trends in Random Access Memory

    - by Nutel
    As I know for now because of laws of Physics there will be not any tangible improvements in CPU cycles per second for the nearest future. However because of Von Neumann bottleneck it seems to not be an issue for non-server applications. So what about RAM, is there any upcoming technologies that promise to improve memory speed or we are stack with the current situation till quantum computers will come out from labs?

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  • Friday Fun: Liquid

    - by Asian Angel
    In this week’s game you will need a mix of patience, timing, and a touch of strategy in order to achieve victory in this physics puzzler. Can you successfully control all of the liquid while moving it towards a victorious finish or will it all ‘go down the drain’? How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • How to type all the math, stat, greek, equations EFFICIENTLY in libreoffice?

    - by kernel_panic
    i am preparing a report related to physics which is full of greek, stat and calculus things, i know there is this question how to insert a greek symbol, but my problem is i cant fiddle with a drop down/ scroll list for for every symbol(my paper in FULL of those), is there a way to do something with my keyboard layout, and turn it into something like the one Tony Stark uses in Ironman(i am not kidding please). i am literally tired for this fiddle-work for half of the day and have completed just 2 sheets, hmmm.

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  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

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  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

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